Digipen Games Award 2018
Best Multiplayer 1st Place
Production
Team size
6
Production length: 8 months
Release date: 04-24-2018
Roles & contributions
Art Lead
UI/UX Designer
Multiplayer Arena Brawler
Rumble on!
Rumble On! is a 2D Multiplayer hero brawler with a twist coloring and painting mayhem in it! Players can choose from 6 different heroes each with their own unique skills. Claim victory by painting the arena, capturing flags, or simply knocking your enemies away!
UI/UX Designer
As a UI/UX Designer, I was tasked with designing the UI and game feel. I helped improve player immersion and allowed solved screen space issues that came about as a result of a shared screen multiplayer view. My responsibilities also included conducting playtests and helping design the control scheme.
Wireframes and mockups
A lot of wireframing and mockups were used to prototype the UI and the "feel" it gave off. In some cases, these mockups were also used to as sample screenshots to help conpectualize initial game ideas.
Multiplayer - Creating shared screenspace
I Solved multiplayer shared view screen space issues by separating the UI and the playarea. This create a "clean" playing area that not blocked by any UI elements.
Iteration - Simplicity in the UI
Designing the UI visuals also meant being in charge of the animation and, audio design for the UI. Feedback was created did not only have to be prominent, but also "feel right" in the player's eyes and give off the correct signal to portray the right type of information.
User experience & game feel
Since the game focuses on unique characters, we wanted players to feel as if those characters are "alive". To do so we needed to explicitly showcase their unique personalities and that helped players identify with the characters and hopefully, like them.
UI visual design
The visual design for the UI was overall meant to invoke a sense of "hype", to work alongside the game's wacky nature. The visual design also focused a lot on the use of colors. Dull colors were used to focus attention to the brighter colored areas, the focal points. Colors were also used to separated the two teams UI so they would not mistake the opponent's for theirs.
Creating the best experience through controls
Although the game can be played using a keyboard and mouse, controllers proved to be the best way players could immerse themselves into our game The control scheme took advantage of the button layout of controls of create simple"pick me up" controls anyone could use and, the vibration functions of controllers to create haptic feedback.
Art Lead
As the art lead, I established the visual direction of the game and worked with other designers and artist to do. This also meant creating a majority of the art assets and doing the character designs. In doing so, I brought around a visual design that suited the theme of the game very well.
My role also included keeping the design of all art assets aligned with the artistic style and theme of the game.
Research & establishing visual direction
As the art lead, I established the visual design guideline for the game. I wanted the visuals to be a cartoony and a little goofy to align with the game's wacky nature. The semi-comic book like style with cute and unrealistic characteristics was chosen in the end to symbolize the game's design.
Character design
Following the visual design, characters were designed to be cute and outrageous. Their deformed nature was made to make them more appealing and bring out the best of their personality.
Animations and game feel
Character animations also embodied the courageousness of their respective character's personality. This was an another attempt to create game feel and deepen the connection players felt between the game/characters, and themselves.