I collaborated with a studio to revamp the UI/UX for a 3D adaptation of Steamlands, an isometric underwater tank-building RTS.
A 3D adaptation of Steamlands, an isometric underwater tank-building RTS. Players construct modular tanks to deliver packages to the remnants of humanity, all while defending against enemy tanks.
My contributions focused on revamping the UI, redesigning both menus and gameplay interfaces for a more streamlined and engaging user experience.
We faced challenges with sticking to the project scope and convincing the team on improving the look and usability of the UI, especially since our unconventional control scheme was difficult for new players. The goal was to make the game stand out from other RTS titles while ensuring it remained accessible to first-time RTS players. Time and resource constraints required us to carefully balance innovation with usability, focusing on creating a streamlined experience without overwhelming the player.
• We tested over 15 different UI versions to find the most intuitive design.
• Playtests with Clark University students across various departments provided valuable feedback, helping us refine the control scheme and usability.
• Consulted with Renzo Heredia, Senior QA Test Analyst at Santa Monica Studios, which gave us insights into improving the user experience.
• Showcased the build at PAX and the IGDA Game Expo, receiving additional feedback from a wider audience, which helped validate our design decisions.
The HUD initially lacked cohesion, with controls scattered across the screen, making navigation difficult for players. The goal was to create a more organized and intuitive layout that complemented the unique control scheme while reducing clutter. We aimed for a clean interface that made tank-building and combat more accessible, especially for new players unfamiliar with RTS games.
During the project, I learned how crucial it is to balance innovation with usability, especially when working with a unique control scheme. Convincing the team to streamline the HUD and place controls at the bottom was challenging, but user testing helped demonstrate its effectiveness. Managing scope while iterating on over 15 versions taught me the importance of prioritization and early user feedback. Next time, we’d establish clearer milestones and involve users earlier in the process. Ultimately, we created a user-friendly UI that was well-received at PAX and the IGDA Game Expo, showcasing the impact of thoughtful, user-centered design.