Overview

As part of a UX challenge, I was tasked with designing a comprehensive inventory system for a mobile game in landscape mode, featuring a pixel art adventure platformer. The central objective of this project was to create an intuitive and scalable inventory that not only met the immediate needs of the game but was also adaptable for future expansions.


The challenge required careful attention to user experience principles, including the creation of user flows, wireframes, and a final high-fidelity design that solved various UX problems. My design aimed to ensure fluidity in interactions, clear hierarchy, and the ability to manage different types of in-game items, such as chests, shards, and candies (meta-currency). Each item type required distinct interactions, including opening, merging, and sharing with friends, which I incorporated into the design.


To align the design with the gameplay, I focused on creating an immersive platformer experience, where the player, controlling a penguin warrior, would explore dungeons, defeat enemies, and upgrade items by finding chests hidden throughout the levels. The visual style and overall experience draw heavily from indie games, bringing a sense of nostalgia while ensuring modern usability. This project involved not only UX problem-solving but also some degree of visual and UI design using pixel art.

As part of a UX challenge, I was tasked with designing a comprehensive inventory system for a mobile game in landscape mode, featuring a pixel art adventure platformer. The central objective of this project was to create an intuitive and scalable inventory that not only met the immediate needs of the game but was also adaptable for future expansions.


The challenge required careful attention to user experience principles, including the creation of user flows, wireframes, and a final high-fidelity design that solved various UX problems. My design aimed to ensure fluidity in interactions, clear hierarchy, and the ability to manage different types of in-game items, such as chests, shards, and candies (meta-currency). Each item type required distinct interactions, including opening, merging, and sharing with friends, which I incorporated into the design.


To align the design with the gameplay, I focused on creating an immersive platformer experience, where the player, controlling a penguin warrior, would explore dungeons, defeat enemies, and upgrade items by finding chests hidden throughout the levels. The visual style and overall experience draw heavily from indie games, bringing a sense of nostalgia while ensuring modern usability. This project involved not only UX problem-solving but also some degree of visual and UI design using pixel art.

RESEARCH

RESEARCH

The research phase included analysis of multiple games on different platforms (PC, mobile, tablet) to gather best practices for inventory management systems. Either commotion games, or indie pixel art game research.

The research phase included analysis of multiple games on different platforms (PC, mobile, tablet) to gather best practices for inventory management systems. Either commotion games, or indie pixel art game research.

UI ELEMENTS

UI ELEMENTS

Lo-Fi Wireframes

Lo-Fi Wireframes

FINAL DESIGN

FINAL DESIGN

GET IN TOUCH

victorsaizalfageme@gmail.com

+34 633 371 552

FOLLOW ME

Designed by Victor Saiz

GET IN TOUCH

victorsaizalfageme@gmail.com

+34 633 371 552

FOLLOW ME

Designed by Victor Saiz

GET IN TOUCH

victorsaizalfageme@gmail.com

+34 633 371 552

FOLLOW ME

Designed by Victor Saiz