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Sprint 1 Menu Assets
User testing was completed by various team members, due to time constraints and uncertainty revolving around design consistency with other teams. An interview was conducted to test the aesthetics, consistency and logic (task flow) of the game design and style. The procedure, results, and analysis are presented below.
Focuses: Aesthetics, task flow, interpretation.
Interview Questions:
- What are your first impressions of the design (extra: how does it fit with the direction of the other teams’ designs?)
User 1: The lines really add to the sci-fi look that the studio is going for - it’s very science-fiction-like.
User 2: The overall atmosphere feels like a game, I like the blue colours and the buildings at the back - they definitely add to the mood and the atmosphere of the game.
From these results, it was evident that the basic design and overall aesthetics were well implemented for the sci-fi theme that the team intended on going for. The buildings at the back (originally acting as placeholders until the map team decided on a level design) were changed to computer towers, to better suit the anti-virus and virus theme of the game. There was an overall interpretation of a science-fiction theme throughout each interview, which indicated that our overall design was appropriate for the game.
- What are your thoughts on the colour scheme? (extra: how does it make you feel?)
User 1: The colours are nice on the eyes, a little bit jarring but it suits the overall design of the sci-fi look. The blue tones are consistent.
User 2: I like the blue colours, but it may help if it was a little less bright on the lighter shades and darker on the dark shades.
From the interview it was evident that, while the blue colour was a suitable colour for the overall game, some of the shades needed to be toned down a bit. The team changed the saturation and hues of the blue colours to ensure that none of the colours were too jarring on the eyes, as that would discourage users (users should be intimidated to an extent, but also intrigued at the same time).
- What are your thoughts on the overall navigation scheme?
User 1: Pretty intuitive, the hexagon style is really neat and consistent.
User 2: Some of the navigation is a bit redundant (for example on the levels page because you already have the navigation scroll bar at the top) but overall the navigation is fine
From the interviews, it was evident that the navigation schema and buttons need to be fully-functional only in locations where needed to avoid redundancy. The task flow was relatively intuitive and straight-forward, and thus did not need to be changed at this point in time.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)