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Introduction

GHOST in the SHELL

Equipment System

UI/UX Concept

Personal UI/UX design for an FPS game concept inspired by the movie Ghost in the Shell.

Including the design process from world setting and requirements analysis to wireframe and GUI design.Some of the material from the internet.

Requirement

Personal Project

2 weeks

Role: UX Design, UI Art, Prototype

Tools: Photoshop, Illustrator, After Effects

Platform: PS4, PC

Game Genre: FPS

Create an Equipment System:

- 5 body slots, primary weapon, secondary weapon, sidearm

- At most 4 level up modify for each equipment

- Show DPS for weapons, armor value for armor

- Show character’s ATK, DEF, Health, Energy, resistances, credits

- In wireframes, illustrate the flow to select a weapon from the sub-menu “Weapons” and compare or change a weapon.

电脑mockup.png
equipment selection user flow.png
characterPage_frame.png
WeaponList_frame.png
logoDesign.png
LOGO.png
loading page ver5.png
equipment selection user flow.png
characterPage_frame.png
WeaponList_frame.png
logoDesign.png
LOGO.png
loading page ver5.png
scan NPC4.png
HUD.png
15小图标.png
6个大图标.png
character page.png
weaponpage.png

Introduction

辣条杂货店

Mobile Game

UI Art Design

The released game I've been working on when being as a UI/UX designer in Moe Stone Mobile Game, a small indie game studio located in Beijing, China. It's a story-driven simulation game with retro and cute art style, reminds the player of their childhood. 

Work Project

6 month

Developer: Moe Stone Mobile Game

Platform: Android, Steam

Role: UX Design, UI Art

Tools: Photoshop, Illustrator, Unity

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Introduction

Motion Graphic Design

 UI Art & Prototype 

Personal Practice

Role: UX Design, UI Art, Motion Graphic

Tools: After Effects, Photoshop, Illustrator

Some of my motion graphic works by After Effects.

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54-诙谐-第一课-原创.gif
56-小飞碟-第七课-原创.gif
79-小乔-第五课3d-原创.gif
53-YL-第7课-原创.gif
79-小乔-第5课字体-原创.gif
08-赤色红有三-第2课-原创.gif

Introduction

ZOOTOPIA

Action Adventure Game

Pre-battle UI/UX Design

Personal UI/UX design for an action adventure game concept inspired by the movie Zootopia.

Including the design process from world setting and requirements analysis to wireframe and GUI design.Some of the material from the internet.

Requirement

Personal Project

2 weeks

Role: UX Design, UI Art, Game Concept

Tools: Photoshop, Illustrator

Design pre-battle interfaces for an mobile game with the concept of ZOOTOPIA.

-Character: 1 out of 9
-Stats: HP, ATK, AP
-Skills: 3 out of 20
-Rune: 5 out of 10
-Difficulty: Normal & Hard 
-Reward: Common & Rare
-Friend’s Assistance  available
-Game Genre not restricted

动物城内页大图.jpg

How to match

the gameplay

with the ZOOTOPIA IP?

1.“Zootopia” is a cute, futuristic, intelligent city

-UI style set to be energetic, cute but not childish.
-detail-oriented, well-balanced, 
-avoid fantasy, enchantment, and superpower.

2.Rich map resource, Various kinds of terrain

Various kinds of terrain: rain forest, mountain hill, dessert etc
Bridge, cable car, various kinds of transportation
Reflects the advantage and disadvantage in the nature.

terrain.png

3.Numerous attractive characters with different personality and appearance.

Various kinds of terrain: rain forest, mountain hill, dessert etc
Bridge, cable car, various kinds of transportation
Reflects the advantage and disadvantage in the nature.

zootopia_wallpaper_2_9.jpg

4.There’s a lot action, fighting, and chasing scene in the movie.

5.City life and Daily routines - daily quest, cultivate system and mini-games​

Base on Above

Came up with

Core Gameplay: 

Action adventure games
based on the distinctive characters and terrain types.

Start to Think About

UX Design Features

a) balance and counters among character types from abilities and maps 

There are different challenges in the game, and players need to solve them use different strategies and different type of character. 
Just like Pokemon, we will bring all the water pokemon to fight the fire gym to counter the opponents. 

b) The interface will fit the concept and art style in the original movie

UI will consider the feature in the movie and create a sense of immersive.
Emphasize the unique characteristic of each character.

c) A realistic, logical and balanced game system

The interface will have a clear flow.
Weaken the significance on levels equipment, and enchantment.
Emphasize more on team formation and synergy among different characters. 

Design the User Flow

for Pre-battle Process

player flow.png

Flow Chart

and Wire Frame

Base on the user flow, I draw the wire frame to demonstrate the UX for Pre-battle interfaces.

Select Map

select map.png

01. Return button, click to quit the world map interface.

02.The name and the scope of each battlefield.
     Click a battlefield - zoom in that field - enter the “select battlefield”  interface

03. The locked field will have a grey shade.

Use the world map in Zootopia as the entry to the pre-battle interface.

Take advantage of the original attractive IP of Zootopia.

Select Battlefield

select battlefield.png

Battlefield nameTab: easy mode/ hard mode.

Tab: easy mode/ hard mode.​
Click a battlefield - zoom in that field - enter the “select battlefield”  interface

The level list (10 levels), show 4 levels in one screen at a time.
Each level includes order number, name, stars achieved, energy requirement.
Scroll up and down to see more levels.
Get stars (1 stars - 2 stars - 3 stars) base on level complete percentage.
The selected unlocked level will show the mission information ( 04).
The locked level will not be clickable, shown as dark shade and a lock icon.
The mission information of the selected level, including mission description and loots.
Show different loots between easy/hard mode.
The color of the loots’ icon border will represent the rarity .
long-press the loot icon to see info box of it.

If the energy is enough, the player can click the ”ready” button to enter the “select charater & friend” interface.
If the energy is not enough, show the “replenish energy” button that lead to the “energy shop” interface.

The background is the 3D motion picture or illlustration of the battle field.

Show remaining energy/energy upper limit, click plus button to enter the “energy shop” interface.

The “world map” button , click to return to the world map interface.

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Each battle field has 10 different levels.

It takes carrots (energy) to enter any map. Player has a greater chance of getting rare items in hard mode.

Get 3 stars to unlock more following levels.

Select Character

Level name and level attributes (1- 3).

Show total STR (related to skills and characters) and recommend STR.

Selected character’s information info panel.
Show player name, level.
Show character‘s quality, name, level, SRT and 3 attributes (HP, ATK, AP).
Show character’s 3 skills, long-press skill icon to see the skill infobox.
When selecting the player‘s character, click “change skill” button to enter “select skill” interface.
When selecting 
a friend’s character, the “change skill” button is not clickable. 
     
The upper row shows the player’s characters, the lower row shows friend’s characters (the character with the highest SRT from each friend).
Show 7 characters in a row, scroll right/left to see more.
By default, the first character of the player’s and the “go alone” button are selected.
The color of the character’s icon border represents the character’s quality.
(shinning gold - S, gold - A, silver - B, copper - C, white - D)
Each friend can only be invited once per day.
4 status of the character's icon:

 

 

 

 

 

Click to enter the “select rune” interface.

Click to return to the “select battlefield” interface.
 

 

 

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select character.png
select character-07.png

Select Skill

The"select character ( select friend)" interface is covered with shade, the “select skill” interface comes out as a modal dialog. 

The skill list, 20 skills in total, 5 skill on one page, scroll to see more.
Show skill icon (the color represent the attribute), skill name, level.
The skill that has been selected as a special mark and border.
Drag the skill to 04 (selected skill tab) to replace the selected skill.

The infobox of the selected skill, including AP cost, CD (cool down time), skill description.

The selected skill tab (3 skills). Click skill icon to change the skill tab. After replaced by the skill from the skill list, show total SRT’s change.

Click info button, the attribute relationship info box pop up.

Click the return button to finish the skill selecting, return to the “select character (select friend)” interface.
 

 

 

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select skill.png

Select Rune

3 characters’ 3D models, running animation.

The equipment tap is divided into 2 parts, the left part is the equipment base on 5 different attributes, the right part is the equipment that adds the BUFF to a character. The player can take 5 types of equipment per time.

Click the “Go” button to enter the battlefield.

Click the “return” button to go back to the “select character (select friend)” interface.

The background is the 3D environment picture of the level or 2D illustration of the level scene.

 

 

01.

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03.  

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05.​​

select ruin.png

In this interface, player can choose character base on the map’s attribute and total STR requirement,  change the 3 skills of the character and choose a teammate(friend). 

Player can select decent skill according to the map’s attributes. Player can tell the skill’s attribute from the color. The total STR will change after changing the skills.

Add the concept of rune in the universe of ZOOTOPIA as the “supply before start off”. Take different runes in order to fight against different kinds of enemy, or add BUFF to your character. There are the 3D models of the characters running and posing to enhance the sense of  “immersion”. 

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