Overview
Concept
Research
Wireframes
Style Guide
Mockup
Reflections

Video game UX/UI

UX/UI design project 

Overview

Creating concepts for a game from scratch

This case study showcases the high-fidelity mockups designed for Clan Quest, a hypothetical game project. This work was completed over a 14-week period as the final deliverable for the "UX/UI Game Development" course by UI PEEPS, led by instructor Stephan Dube.

The project focused on applying UX/UI principles to create a fully realized, polished interface concept within a game environment.

Note: AI Art was used to support this project

Key Results & Value:

  • System Design: Built a Design System that acts as the visual foundation for Clan Quest, ensuring cohesion across mechanics.


  • UX Strategy: Created a mobile-first flow that manages complexity, making core actions (like resource management) intuitive.


  • Shippable UI Quality: Delivered a UI concept, proving ability to execute a full project and implement touch-friendly ergonomics for high-frequency gameplay actions.

Role

Wireframe

User Inferace

Hi-Fi Mockups

Prototype

Wireframe
User Inferace
Hi-Fi Mockups
Prototype

Team

Single Player

1 Senior Designer
1 Product Manager
3 Developers

Timeline

14 Weeks

Platform

Gaming / Mobile

Tools

Figma

Photoshop

Illustrator

Concept

Game Story and Core Concept

Clan Quest is a concept game that blends strategy, base management, and social interaction. Players assume the role of a Clan Leader guiding a diverse group of animal members with the objective of growing their clan's prestige throughout the kingdom.


The game is structured around three primary phases:

  • Clan Management: Shopping, assigning tasks, undertaking quests, and social interaction.

  • Mini-games: Gathering resources and unlocking new content.

  • Battle Phase: A turn-based combat system.


Inspirations: Cult of the Lamb, Animal Crossing, and Pokémon Mystery Dungeons.

Discovery

Mapping Complex Systems and Processes & Dependency Flows

This stage focused on defining the target audience and mapping their key interactions to ensure the UI supported core game objectives.

Personas

To understand the question, "Who would play this game?", I developed three distinct personas representing potential player types and their motivations

Understanding this core demographic and their expectations was essential for determining which gameplay mechanics and UI screens that I should include for the demo of the design.

User Flows

This blueprint guided the design decisions I made for the prototype, helping me determine what content and navigation elements were needed for the primary Clan Management Screen.

Key Results

Feature Priority

Understanding player motivations (via Personas) determined and prioritized the Clan Management mechanics and UI screens in the final design.

Clear Game loop for Players

The User Flows helped map out the essential game steps, ensuring an experience where users can find what they need and complete objectives.

Wireframing & Iteration

Gaming for the mobile player

My wireframing process focused entirely on creating an interface optimized for users on mobile devices, where navigation is driven by touch and swipe gestures.


Based on a moodboard, I experimented with multiple iterations of key UI menus to determine the most effective layout for the Clan Management system.

The designs prioritized accessible navigation paths, ensuring all core tasks identified in the User Flows could be completed with minimal effort using native mobile interaction patterns.

Style Guide

Building a Cohesive Design System

Building the foundational design system for Clan Quest was a quest in itself. The design is inspired by bright, vibrant colours, cute typography, and simple iconography, reflecting the game's wholesome but strategic nature.

Moodboard

I gathered inspiration from existing RPG and strategy games such as Pokémon Mystery Dungeons, Final Fantasy Tactics, and Cult of the Lamb. These help establish the visual tone and patterns for the creation of the UI system.

Design Components

I built a design system to ensure all UI components worked together cohesively and were easily scalable.

Typrography

I wanted a typeface that completed the art style, fun and playful while ensuring readability across mobile devices.

Colours

I wanted a typeface that completed the art style, fun and playful while ensuring readability across mobile devices.

Final Mockup

Concept to Prototype

The final high-fidelity mockups represent the 14-week design process. They were created through continuous iteration, refined by collaboration and feedback from classmates and instructor Stephan Dube.


This final presentation brings together the comprehensive design system, user flows, and wireframe testing to showcase the fully realized Clan Management UI concept.

Reflections

What I learned

UI Game Design

Designing for a hybrid system (Strategy + Management) is tricky. You have to work hard to make sure all menus flow well together and display information without overwhelming the player.

Game Brand Style

Building that detailed Style Guide (colors, fonts, icons) taught me that the UI has to look and feel like the Game's Main Aesthetic. This keeps players immersed and makes everything look consistent.

Mobile-First Design

Since this was a mobile game, I learned to design buttons and layouts for easy reach. Core tasks (like assigning a clan member) are hard to tap, players get frustrated. Ergonomics is key.

Create a free website with Framer, the website builder loved by startups, designers and agencies.