Age of Magic
Turn Based RPG

As a UI/UX designer for Age of Magic, I play a crucial role in the game's development. I design new screens to introduce exciting features, enhance existing interfaces for improved user experiences, and actively participate in the game's overall development process. By doing so, I aim to expand the game's player base and engage players more deeply. My goal is to make Age of Magic even more appealing and captivating, attracting new users while retaining our existing audience.

Questlines

This is a series of sequential tasks aimed at engaging players in the process and setting short-term goals. I was tasked with delving into the mechanics of a specific game feature. This involved researching how similar features were implemented in competitor games like Summoners War Chronicles. I then used this knowledge to design screens that not only adhered to our game's aesthetics but also enhanced the overall user experience. 

Value Alley

The offer allows you to select a list of items. This is a new screen where my main focus was to carefully arrange the element priorities. I also crafted an icon for item switching and devised animations for it. To change items, a new pop-up window emerges, which I had to invent entirely, including the item selection mechanics.

Hero Upgrade Quest

Within the limited timeframe of the Early Access event, there exists a quest mechanism. In this quest, rewards are distributed based on the acquisition of gold and arcane stars by Early Access heroes. My task involved brainstorming new cards and arranging objects in a convenient and logical manner.

Increase Difficulty

This setting allows a player or group of players to choose the difficulty of Raids, while receiving additional rewards. This is a new screen with brand new cards on it. I had to figure out how to display it all. The cards contain voluminous information about the rewards, each difficulty level has its own.

Here's how the difficulty mechanism operates: each difficulty level is represented by a unique color taken from a gradient. This chosen color not only serves as the visual identifier for that difficulty but also influences the lighting and shading on other in-game elements associated with that particular difficulty setting. 

I thought about this mechanism for a long time, since there can be a different number of cards, and the gradient is always the same. As a result, together with the programmer, we managed to implement this in Unity.

Cradle of Chaos

The process of creating the Cradle of Chaos feature was a collaborative effort. Initially, my colleague created the first prototype. Subsequently, my role involved transferring it into Unity, incorporating new elements, and fine-tuning the animation of the screens.

New effects began appearing on certain screens due to my input. Working closely with the game designer, we introduced fresh elements to elevate the overall experience.

I carefully designed the placement of new elements within the mission briefboard.

I reworked the end-of-season screen, enabling the display of a leaderboard with players for a competitive edge.