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.
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The concept we landed on was called Lava King; this was a:
- The Floor is Lava Inspired
- Asymmetrical
- 2D Platformer
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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.
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Flow Diagram
Feature List
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.
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Main Menu
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Gameplay HUD
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Team Select
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.
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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)