The Story
The game unfolds in a dystopian world, ravaged by the deadly Miasma, a toxic gas-like substance that blankets the entire globe. Embark on a platforming adventure where intricate movement mechanics encourage mastery and player expression through skillful combinations.
A Head Start on Style Development
I joined the team during the early stages of development to lead the Art Direction, with a focus on crafting the User Interface (UI) and enhancing the User Experience (UX). Collaborating closely with Alex Kuhn on the art style, I meticulously designed menus, dialogue boxes, and selected fonts. My approach prioritizes conveying the ethereal essence of the world, allowing the vibrant colors of the game art to take center stage.
To get a good feel for the design, I start out by using early concept art in the background. Initially, I create wireframes in black and white, allowing me to focus solely on the essential elements of the interface. This stage is crucial for determining what components are necessary. Subsequently, I delve into exploring levels of detail and overall style to align seamlessly with the game's aesthetic. Once we reach a suitable design, I implement these concepts across all screens, ensuring cohesion throughout.
For optimizing user experience, I use flow charts to map out the user journey from screen to screen. Defining what actions are possible and how to discover them are central considerations during the wireframing phase. To validate the envisioned user journey, I develop a clickable prototype based on the wireframes and conduct user testing with diverse participants.
Overcoming Challenges
My early involvement in the project as a UI/UX designer gave me the chance to create many mockups and draft different user flows. However, the evolving art style of Miasma had a stronger influence on my work than I initially realized. As the visuals developed, I found myself constantly trying to catch up. Eventually, I understood that focusing on the user journey and flow first was crucial until the art style was established. Otherwise, I was creating a disconnect between the UI and the overall game visuals instead of aligning them.
If I were to do this work again, I would establish the dependencies more clearly from the start. While I value my ambition, I realize I could have contributed more effectively by timing my involvement better.
Credits
Game Director: Justus Henne, Producer: Saskia Stirn, Konstantin Schraps, Animation: Vanessa Schneider, Game TD & Tech Art: Justus Henne, Art Direction: Nina Weilbaecher, Alex Kuhn, UI/UX Design: Nina Weilbaecher
Miasma was developed as a diploma project at Filmakademie Baden-Württemberg ©2023 Filmakademie Baden-Württemberg