Ragnarök TD
Enabling multiplayer mechanic into a Tower of Defense Game.
Play Game
Ragnorak TD
Ragnarok TD is a tower of defense game with emphasis on level design to increase player engagement. It is our own unique take on creating a tower of defense gaming while combining elements of medieval genre and multiplayer interaction.
I worked as a UX designer for four months in an indie gaming studio based in Ann Arbor, focusing on creating and simplifying multiplayer interactions, platform chat room to refining overall interfaces. The game was successfully published on Steam in December 2022 and received positive reviews.
Ragnorak TD
Ragnarok TD is a tower of defense game with emphasis on level design to increase player engagement. It is our own unique take on creating a tower of defense gaming while combining elements of medieval genre and multiplayer interaction.
I worked as a UX designer for four months in an indie gaming studio based in Ann Arbor, focusing on creating and simplifying multiplayer interactions, platform chat room to refining overall interfaces. The game was successfully published on Steam in December 2022 and received positive reviews.
Team
Me - UX Designer, team of 3
Timeline
September ~December 2022
Tools
Figma, Unity, and Google Suite
Impact
60% Increase in Conversion Rate
PROBLEM STATEMENT
I was brought in to create the user flow and interaction map to help the players to smoothly transition into the multiplayer gameplay. However, prior game model lacked the necessary transition to which the players can intuitively understand how to invite, create, or join a room.
These problem stemmed from the following:
Misplaced Visual Cues
Misleading Information Architecture
Complicated Player Matchmaking System
My responsibility was to create a player interaction flow that solved these problems so that the overall flow is straightforward while simultaneously being intuitive.
PROBLEM STATEMENT
I was brought in to create the user flow and interaction map to help the players to smoothly transition into the multiplayer gameplay. However, prior game model lacked the necessary transition to which the players can intuitively understand how to invite, create, or join a room.
These problem stemmed from the following:
Misplaced Visual Cues
Misleading Information Architecture
Complicated Player Matchmaking System
My responsibility was to create a player interaction flow that solved these problems so that the overall flow is straightforward while simultaneously being intuitive.
OBJECTIVE
One of the primary problems that the game had trouble with was having a direct path to which the players can join into a multiplayer mode.
As a result, I considered the following:
OBJECTIVE
One of the primary problems that the game had trouble with was having a direct path to which the players can join into a multiplayer mode.
As a result, I considered the following:
USER RESEARCH
Multiplayer interaction and steps to get there should be fun
I spoke to 5 gamers who range from casual to heavy players in multiplayer games such as League of Legends, Overwatch, Apex Legends, etc. Some of the key questions I asked them were as follows:
Tell me about a time when you were frustrated while playing these games?
Was there any problems that you encountered during the process?
What made the process frustrating or complicated?
To quote one of the players frustration:
"I don’t care what happens in between, as long as it gets me to the game then I don’t care how. I don’t like to wait. I just want to play."
On the contrary, another player had a different experience:
"Waiting can be boring but sometimes it could be fun talking to the people in the room ……… Having different things to do while waiting can be enjoyable, actually."
USER RESEARCH
Multiplayer interaction and steps to get there should be fun
I spoke to 5 gamers who range from casual to heavy players in multiplayer games the following:
Tell me about a time when you were frustrated while playing these games?
Was there any problems that you encountered during the process?
What made the process frustrating or complicated?
To quote one of the players frustration:
"I don’t care what happens in between, as long as it gets me to the game then I don’t care how. I don’t like to wait. I just want to play."
On the contrary, another player had a different experience:
"Waiting can be boring but sometimes it could be fun talking to the people in the room"
COMPETITIVE ANALYSIS + THE GAP
After analyzing the five most popular games with multiplayer features, I discovered that despite the games varying from genre to genre and medium to medium, many of their multiplayer interaction was designed to be customizable and having a social feature for players as well. This finding allowed our design direction this finding allowed our design direction to focus on the importance of providing customizable multiplayer experiences that promote social interaction among players.
COMPETITIVE ANALYSIS + THE GAP
Analyzing the top five multiplayer games revealed a common thread: customizable interactions and social features. This shapes our design focus for customizable multiplayer experiences that boost player social interaction.
KEY TAKEAWAYS
Make the multiplayer interaction part of the game/narrative
Based on the trends identified in my competitive analysis and user interview, when the steps that are taken to get to the multiplayer room is also treated or designed as part of the game or narrative, players tend to be more receptive to the experience, despite having to wait. Furthermore, having other things to do while waiting added to the layer.
FEEDBACK
Based on various feedback, we continually iterated on the design over the span of several weeks, each time after monthly playtesting, with our changes focused on three major areas.
Adding Genre Consistent Design to the Multiplayer Screen
Decorating the Interfaces of the Room Design
Straightforward and Not Misleading Information Architecture
KEY TAKEAWAYS
Make the multiplayer interaction part of the game narrative
Drawing from competitive analysis and user interviews, integrating the journey to the multiplayer room into the game's narrative boosts player receptivity despite wait times.
FEEDBACK
Informed by diverse feedback, we iterated on the design weekly following monthly playtests, targeting three key areas for improvements.
Adding Genre Consistent Design to the Multiplayer Screen
Decorating the Interfaces of the Room Design
Straightforward and Not Misleading Information Architecture
KEY SOLUTION ELEMENTS
New direction for waiting experiences and gameplay
Then utilizing the different opportunities, I started to look at different UI to design the best visualization of the multiplayer interaction as well as in-game communication.
KEY SOLUTION ELEMENTS
New direction for waiting experiences and gameplay
Then utilizing the different opportunities, I started to look at different UI to design the best visualization of the multiplayer interaction as well as in-game communication.
TESTING + IMPROVEMENTS
3 major improvements in my design
Based on various feedback from play testers and other gamers, I continually iterated my design over the span of final 3 weeks- with 3 major improvements:
TESTING + IMPROVEMENTS
3 major improvements in my design
Based on various feedback from play testers and other gamers, I continually iterated my design over the span of final 3 weeks- with 3 major improvements:
FUTURE SCOPE
With more time, I would prioritize refining the identified aspects to ensure a more comprehensive and adaptable solution that covers a broader range of scenarios beyond our current discussions. This future exploration aims to address any remaining issues and enhance the solution's overall effectiveness.
FUTURE SCOPE
With more time, I would prioritize refining the identified aspects to ensure a more comprehensive and adaptable solution that covers a broader range of scenarios beyond our current discussions. This future exploration aims to address any remaining issues and enhance the solution's overall effectiveness.
Check out my other projects
Check out my other projects