Cathy Dang

Metamorphos

As the desert guardian, defeat the evil monsters and cleanse the corruption in this third-person game inspired by Dark Souls. Available for download on Steam!

About:

Platform: Windows PC
Engine: Unity
Project Duration: 2019 - 2021

Awards:

Intel University Showcase

Intel University Showcase

Best Visual Quality, 1st Place (2021)

Unity Student Game

Unity Student Game

1st Place Award (2021)

Responsibilities

UI/UX Designer

  • Created and iterated on the game flow using mindmaps to manage and ensure a seamless user experience.
  • Worked closely with the creative director to define a visual style that complemented the game's narrative and mechanics.
  • Implemented various UI elements into the game using Unity C# scripting, providing a more cohesive player experience

Creating the Ui of Metamorphos

Introduction

During the development of Metamorphos and my time on Spicy Dice, I've created and iterated upon different concepts for menus and any in-game UI elements.

Games are full of information that needs to be conveyed to the player in an organized and visually appealing style. The most important part of a UI is that it gives the player everything they need to know to play the game, when they need it.

I wanted to share my experience creating a UI concept and design from the beginning of development until the end, as well as reflecting on what I've done well on and what I could have done better.

Early Wireframing

Before we started working on the game, we had assembled a team of artists, programmers, and designers who wanted to create a game following a specific concept that our creative director had, it being "a game with interactions between sand and glass that plays similarly to Dark Souls". This concept was broad enough that it could be expanded to incorporate other mechanics into the game. At one point, the main character of Metamorphos could have been a human with the power to control ghostly arms made out of sand!

Eventually, our creative director decided that the player would be made out of sand that would turn into glass when burned. During this time period, I had come up with multiple different UI ideas for the game, leaving room for any changes that would surely come at this concepting phase.

HUD Idea #1
This HUD was designed for a larger scale game that contained a leveling and inventory system. The room at the bottom is allocated for the player to set up an item to be assigned as a hotkey from their inventory. The healing item stays persistent in the bottom right corner.
HUD Idea #2
This HUD was created when multiple boss enemies were assumed to be in the game. The player's stats and items are at the bottom and any monster information is displayed at the top.
Inventory Idea #1
This was the first inventory I ever designed but I realized very quickly how large it was. The design was not suitable for the scale of the game we were making.
Inventory Idea #2
This second inventory was made to take up only a portion of the screen. It also functioned as a way for the player to pause the game. We ended up not implementing an inventory system anyways, but it was good practice.

Scoping Down

Honestly speaking, our team of busy university students was not going to be able to make a game the size and scale of a AAA game given the amount of time we had to work on it. We knew this going in and decided to scope down, which meant that we would lessen the amount of content we plan to add into the game in favor of saving more development time to polish our work to make it look and feel better.

What this meant for me was that I was left with a design with little HUD elements. Without an inventory or leveling system, the player just has their basic health, stamina, and potions to display. Although this may sound like it made my tasks easier, it actually was quite challenging because it was hard to come up with a "style" based on such little information.

A good chunk of the game's lifetime was spent using a very basic looking HUD that I had designed while I tried to think of how I could make the UI have "style".

Our HUD for most of the game's lifespan.

What is a "style"?

If you compare games like Tom Clancy’s Division 2 or From Software’s Sekiro, you might notice that they have a “style” that matches the game. I am unsure if there is such a word that describes it, but I use the word style because I believe it is comparable to an animation or cartoon’s art style and follows the rules of one. A game’s style should be consistent, and it should match the mood of the game. This does not necessarily mean that the UI needs to be themed towards the game. There are many games that have chosen to go for a “clean” UI while incorporating elements of their game’s world such as Destiny and Destiny 2 from Bungie. However, the UI of Destiny just feels like it fits well into their game. I wanted to create the same feeling of unity that I notice in these UIs into my own game.

Arthur, our creative director, had trusted me to come up with the UI’s style and would assign an artist to polish up whatever I came up with. This was usually a task that a UI Artist would be assigned but we didn't have a dedicated UI artist and I was very passionate and wanted to work on the UI where I could. This turned out to be quite a tall task for me because I was only a hobby artist so I felt like I had to work very hard to think of something that could be on par with the artists on our team. The only condition that Arthur had for me was that he would like it to visually match the game world and look something like Dark Souls. Eventually, I was able to come up with some concepts that fit what Arthur had in mind for the game when he sent me an image that I could base ideas off.

Player's Status Bar #1
This was the first status bar that I was quite proud of. I added a lot of metallic looking decorations so it would visually match the player. However, after some feedback, it seems like the decoration looked more medieval than our game's setting based on Persia.
Players Status Bars
After the feedback from the first status bar, I looked at some Persian metalware such as pots and pans to base my next status bars out of. I noticed that multiple different patterns, symbols, and lots of curves were used and tried to incorporate them into my designs.
Personally, I really liked the 2nd design because I thought the sword idea was pretty neat, but ultimately Arthur and the rest of the team really liked design #1 so Brian, the artist tasked with helping me turn my ideas into something more polished for the game, and I went ahead with design #1.
Target Indicators
Some target indicators concepts that I designed. The first one was definitely the weirdest one out of the bunch and most of the team gravitated towards the 2nd or 3rd idea.
I ended up using the 3rd idea in-game because it was difficult the see the pattern on the 2nd one in-game when not extremely close to the enemy.
Text boxes
I also designed some text boxes that I thought might fit into the game. Arthur really liked the painted looking style of the bottom-left one, to my surprise (this one was the most basic out of all the ones on the page). The selection icons were most likely not going to be used in-game, but I thought that I should design some just in case they could be used somewhere later on.

Iterating Upon an Existing User Interface

With the concepts for the main HUD decided, the designs were sent to Brian Wong, who was assigned by Arthur to create a more polished looking version of it. After receiving the assets, I was thrilled! They looked stunning. However, after playing through the game, I noticed that some changes needed to be made to improve the player’s experience.
The concept I had designed had an empty space, but nothing to put into it. I figured that if I put the player’s Oasis Water (potions) into the empty slot, it would be able to save room on the HUD and provide a purpose for the design. This looked really jarring for some reason and it took me a while to figure out why.

The size of the Status Bars was way too big because I had to be able to fit the potions into the empty space and still make the potion design and the potion count (the number) readable. The colors for the health and stamina were also very hard to read since they were dark, unsaturated red, and unsaturated green. Looking back now, I probably should have changed the color of the green so that it would be easier for a colorblind player to play the game, however, I did not think about it at the time.

Eventually, I was able to figure out what was wrong with the status bar: It was too busy. The small design in the center of the emblem looked nice on its own but made the area filled with too much “visual cutter” with a potion also being there. I requested that Brian remove the small tick mark pattern on the inside and the result was a much cleaner and easier to read status bar. I also brightened the health and stamina bar colors and gave it a static base color so that it would be more eye-catching to the player.

First Implementation of HUD Assets
There were a couple of problems with this design. The status bar was way too big and took up a lot of the player's room. The space between the health and stamina bar was also such a huge gap that it was difficult for players to be able to see them together. The color of the bars was also not very contrasting between the black background behind it, making it even harder to tell how much stamina or health the player has at a glance.
Current HUD in Metamorphos
The status bar is smaller and more condensed to give the player more room to see. The emblem is less busy and the potion fits inside better.
Additionally, the buttons have been redone to be a plain white button to make it easier to read.

Improving the Player Experience

In the past, the player would rest at a fountain to restore their health and stamina, respawn enemies, create a save point, and refill their potions. The only options that the player had were to either rest or to cancel resting at the fountain. This design was very redundant because a player will not ever cancel resting at a fountain if they willingly choose to rest at it in the first place. I decided to remove interacting with the menu altogether and instead simply replace it with a message saying, “Potions Restored”. Although resting does more than just restore the potions, it is usually inferred that a rest point would restore the player’s current resources as well, so I thought it was okay to leave that bit of information up to the player to figure out. In the worst-case scenario, the player now has a full bar of stamina and health.

I also added some text that appear whenever the player enters a new location. I thought this both looked visually appealing to the game’s style as well as provided the player a way to reference a particular location. Instead of saying “I died at that place with all the stalls!” they could now say “I died at the stairs in the Old Marketplace!”. This may seem small but giving the player a reference point is giving them important information on where the player has already been and a reference to how long different sections of the game is.

Working Under Crunch

On our last week of game development, we worked ourselves to the bone trying to get everything in before submission. Unfortunately, there is just never enough time to get everything implemented or polished enough to be kept in a final version. This applied to myself and many of my teammates.

After experiencing this, I can say that one of the worst feelings in the world is knowing some of your work is going to be cut for the final game. I still believe I am experiencing some grief over this as I’m writing this.

Jami Lukins, the design lead at Bungie and my professor and role-model, had given me one of the most important pieces of advice I had ever received which was “design with the idea that your design will need to be changed in the future”. I was able to test this idea when I was given the news that the new and improved Options Menu that I had been working on for several days had to be cut due to time constraints. However, I was happy to know that this would not affect the game or the team because I had designed ahead. A couple of months ago, I had created a simple options menu that could be used in-place of the new menu incase anything were to happen. With the small amount of time, I had left (barely two hours), I was able to polish up the old options screen to be at least more presentable than before. Trying to implement the new options screen would have taken several hours at the very least, so being able to quickly turn an old and clearly temporary menu into something that could be shipped was something I was proud of doing for my teammates.

Closing Thoughts

I really enjoyed working on this team because I could literally feel myself grow as a designer as I continued this project. I learned so much from my peers and I could feel myself gaining confidence as a UI designer though their unwavering trust in my decisions. I owe so much to my team and to my professors for giving me this opportunity to grow.

If I could, I think I would work on this project for another year because I can still see there are many areas to improve upon for the game’s UI. I have already mentioned it previously, but I would have liked to be able to test the game some more and design for players who are colorblind or need some more visual assistance. Going forward I want to be able to create beautiful menus and UI for everyone to be able to use with ease.

I don’t want to use the COVID pandemic as an excuse, but it was almost impossible to find people who were willing to playtest the game and provide valuable feedback over the internet with our current setup. I want to account for things like this in the future and improve my methods of collecting information to improve my UI. In other words, I want to rely more on player’s feedback than my team’s feedback and my own opinions.

Although I will hopefully work on more projects in the future, this game holds a special place in my heart because I was able to become much more confident in myself and it is thanks to everyone’s hard work that we were able to produce, in my opinion, a pretty good game for some students! Thank you for reading.