The 'Games By Jake' logo which when clicked, links back to the homepage.
The 'Games By Jake' logo which when clicked, links back to the homepage.

Slither n’ Sizzle

An asymmetrical platformer game, set in fantasy ancient Greece.

'Slither n' Sizzle' project logo.

Description

Three spartan soldiers are pitted against the mighty Medusa in a race to the top of a tower. Being chased by rising lava, the Spartans must climb, jump, and platform, all while Medusa places obstacles and weapons to slow down and block the path of the Spartans. “Slither n’ Sizzle” offers a fresh take on cooperative and competitive gameplay, setting up thrilling and strategic chases that test players all around.

Role & Context

  • Team Project
  • Period: Third University Year (2023)
  • Traditional Playground Inspired, 2-4 player Local Coop Game brief
  • 2 Programmers, 2 Artists, & Me  (UI Designer, UI Artist, Game Designer, Game Programmer & Team Lead)

UI/UX Process

Game Concepting

After receiving our brief, I conducted a mind-mapping session to determine our game’s theme. This included creating nine separate mind maps for each suitable playground game and summarizing them into a slideshow so that my team could choose their favorite concept.

The concept we landed on was called Lava King; this was a:

  • The Floor is Lava Inspired
  • Asymmetrical
  • 2D Platformer

Requirement Analysis

Typically, I would have created a UI-focused mind map before starting the requirement analysis. However, after already developing nine mind maps for the game concept and being pressed for time, I opted to skip that step. Instead, I went straight into the requirement analysis, creating a flow diagram and a feature list. This approach helped me quickly understand the UI elements that needed designing and assess whether they were within our scope.


Mood Boarding

Once I finalised the requirements, I created mood boards to plan the UI style and effectively communicate my ideas to the team. I focused on three mood boards, as the main menu UI served as the foundational design for the other non-gameplay menu interfaces.


Digital Wireframes

After completing the mood boards, I began setting up the digital wireframes in Figma. This project marked the first time I utilized Auto Layout, a skill I had practised over the summer while on a break from university projects. Auto Layout significantly sped up the wireframing process and allowed me to achieve more precise and efficient designs.


Prototype

Once the wireframes were complete, I developed an interactive prototype in Figma. This prototype featured the finalized UI designs, incorporating AI-generated elements and fully functional and navigable UI components.


Final Result

The final UI design for Slither n’ Sizzle meets my expectations, especially considering the six-week timeframe and the multiple roles I held within the team, including game design, programming tasks, and team lead. However, given more time, I would revisit and refine various design aspects.

Achievements

  • Engaging UI art
  • Informative, fast-paced HUD
  • Consistent Typography

Shortcomings

  • Lack of mood boards
  • Certain unfinished UI parts (HUD progress map)
  • Lobby Menu (Lacks consistent styling with rest of UI)
  • Insufficient user research
  • Missed opportunity to follow design trends (No research)

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