Rethinking the experience of a world wide phenomenon

Minecraft (Concept)

Experience Strategy

Experience Design

Rethinking the experience of a world wide phenomenon

Minecraft (Concept)

Experience Strategy

Experience Design

Rethinking the experience of a world wide phenomenon

Minecraft (Concept)

Experience Strategy

Experience Design

Rethinking the experience of a world wide phenomenon

Minecraft (Concept)

Experience Strategy

Experience Design

Overview

As part of a UX/UI in Game Design course with Elvtr, I took part in redesigning the Minecraft Dungeons experience. We were guided through the digital experience process by an industry veteran and finished the course with a functioning UI prototype.

Role

I was a student part of a larger class. While we all had our individual projects we did a lot of peer user research and generally provided feedback to one another on our projects.

Scope

  • Experience Strategy

  • Experience Design

  • Art Direction

  • User Research

Discovery

Review | Analysis | Breakdown

Discovery

Review | Analysis | Breakdown

Discovery

Review | Analysis | Breakdown

Discovery

Review | Analysis | Breakdown

We started by reviewing ZacScottGames' Minecraft Dungeon gameplay and broke down his decision-making as things happened to him in-game. I wrote down each action, reaction, potential "why?" and assumptions we have as gamers, but they may be troubling for non-gamers.

We started by reviewing ZacScottGames' Minecraft Dungeon gameplay and broke down his decision-making as things happened to him in-game. I wrote down each action, reaction, potential "why?" and assumptions we have as gamers, but they may be troubling for non-gamers.

We started by reviewing ZacScottGames' Minecraft Dungeon gameplay and broke down his decision-making as things happened to him in-game. I wrote down each action, reaction, potential "why?" and assumptions we have as gamers, but they may be troubling for non-gamers.

We started by reviewing ZacScottGames' Minecraft Dungeon gameplay and broke down his decision-making as things happened to him in-game. I wrote down each action, reaction, potential "why?" and assumptions we have as gamers, but they may be troubling for non-gamers.

I had many preconceptions challenged. It’s hard for me to find a game I can’t quickly pick up, but seeing people who are playing for a living not being able to play properly gave me a weird feeling. Was it the game’s fault? Was it their lack of understanding? Where do we draw the line?

I had many preconceptions challenged. It’s hard for me to find a game I can’t quickly pick up, but seeing people who are playing for a living not being able to play properly gave me a weird feeling. Was it the game’s fault? Was it their lack of understanding? Where do we draw the line?

I had many preconceptions challenged. It’s hard for me to find a game I can’t quickly pick up, but seeing people who are playing for a living not being able to play properly gave me a weird feeling. Was it the game’s fault? Was it their lack of understanding? Where do we draw the line?

I had many preconceptions challenged. It’s hard for me to find a game I can’t quickly pick up, but seeing people who are playing for a living not being able to play properly gave me a weird feeling. Was it the game’s fault? Was it their lack of understanding? Where do we draw the line?

Experience Design

Journeys | Prototypes | Wires

Experience Development

Journeys | Prototypes | Wires

Experience Design

Journeys | Prototypes | Wires

Experience Design

Journeys | Prototypes | Wires

We were provided high-level features by the instructor and explored what each of these would look like, sound like and how we'd want users to react. At this moment

We were provided high-level features by the instructor and explored what each of these would look like, sound like and how we'd want users to react. At this moment

We were provided high-level features by the instructor and explored what each of these would look like, sound like and how we'd want users to react. At this moment

We were provided high-level features by the instructor and explored what each of these would look like, sound like and how we'd want users to react. At this moment

With the features written down, I made quick prototypes as post-its and asked friends and classmates to navigate a potential flow by selecting actions in each screen.

With the features written down, I made quick prototypes as post-its and asked friends and classmates to navigate a potential flow by selecting actions in each screen.

With the features written down, I made quick prototypes as post-its and asked friends and classmates to navigate a potential flow by selecting actions in each screen.

With the features written down, I made quick prototypes as post-its and asked friends and classmates to navigate a potential flow by selecting actions in each screen.

Next, I built a flowchart to account for all the individual screens I'd need to design. The paper prototype didn't prepare me for the intricateness of the screens I had built and the interactions between each other. In hindsight, I'd break the different features as different flows over trying to have one big chart with multiple connections

Next, I built a flowchart to account for all the individual screens I'd need to design. The paper prototype didn't prepare me for the intricateness of the screens I had built and the interactions between each other. In hindsight, I'd break the different features as different flows over trying to have one big chart with multiple connections

Next, I built a flowchart to account for all the individual screens I'd need to design. The paper prototype didn't prepare me for the intricateness of the screens I had built and the interactions between each other. In hindsight, I'd break the different features as different flows over trying to have one big chart with multiple connections

Next, I built a flowchart to account for all the individual screens I'd need to design. The paper prototype didn't prepare me for the intricateness of the screens I had built and the interactions between each other. In hindsight, I'd break the different features as different flows over trying to have one big chart with multiple connections

“My focus for the redesign was to make the game more casual friendly. To me, this meant making a storytelling experience that cut back on combat elements, loot collection, and MMORPG level stats management”

“My focus for the redesign was to make the game more casual friendly. To me, this meant making a storytelling experience that cut back on combat elements, loot collection, and MMORPG level stats management”

“My focus for the redesign was to make the game more casual friendly. To me, this meant making a storytelling experience that cut back on combat elements, loot collection, and MMORPG level stats management”

“My focus for the redesign was to make the game more casual friendly. To me, this meant making a storytelling experience that cut back on combat elements, loot collection, and MMORPG level stats management”

I took the first pass at wireframes based on the work above. It was a challenge thinking a lot more visually as usually, wires are just text and gray boxes. Using blue to call out actions was helpful to identify what was clickable and not which would aid during user testing.

I took the first pass at wireframes based on the work above. It was a challenge thinking a lot more visually as usually, wires are just text and gray boxes. Using blue to call out actions was helpful to identify what was clickable and not which would aid during user testing.

I took the first pass at wireframes based on the work above. It was a challenge thinking a lot more visually as usually, wires are just text and gray boxes. Using blue to call out actions was helpful to identify what was clickable and not which would aid during user testing.

I took the first pass at wireframes based on the work above. It was a challenge thinking a lot more visually as usually, wires are just text and gray boxes. Using blue to call out actions was helpful to identify what was clickable and not which would aid during user testing.

Character Creation

Character Creation

Character Creation

Character Creation

Main Menu

I tried combining save files and the selection on the right side to keep the left side focused on the "Start game".

Main Menu

I tried combining save files and the selection on the right side to keep the left side focused on the "Start game".

Main Menu

I tried combining save files and the selection on the right side to keep the left side focused on the "Start game".

Main Menu

I tried combining save files and the selection on the right side to keep the left side focused on the "Start game".

Character Selection

A simple carousel where you select the character you want by moving from side to side.

Character Selection

A simple carousel where you select the character you want by moving from side to side.

Character Selection

A simple carousel where you select the character you want by moving from side to side.

Character Selection

A simple carousel where you select the character you want by moving from side to side.

Character Selection (Locked)

Additional view to show locked characters.

Character Selection (Locked)

Additional view to show locked characters.

Character Selection (Locked)

Additional view to show locked characters.

Character Selection (Locked)

Additional view to show locked characters.

Loading Screen

While players wait for the level to load they get some lore or art in the background.

Loading Screen

While players wait for the level to load they get some lore or art in the background.

Loading Screen

While players wait for the level to load they get some lore or art in the background.

Loading Screen

While players wait for the level to load they get some lore or art in the background.

Inventory Management

Inventory (Main)

Equipped items would be shown on the left with the full inventory on the right. Selecting an item would show additional controls to equip or drop which would allow for items to be shared in multiplayer modes.

Inventory (Main)

Equipped items would be shown on the left with the full inventory on the right. Selecting an item would show additional controls to equip or drop which would allow for items to be shared in multiplayer modes.

Inventory (Main)

Equipped items would be shown on the left with the full inventory on the right. Selecting an item would show additional controls to equip or drop which would allow for items to be shared in multiplayer modes.

Inventory (Main)

Equipped items would be shown on the left with the full inventory on the right. Selecting an item would show additional controls to equip or drop which would allow for items to be shared in multiplayer modes.

Inventory (Swords)

Tabs at the top would allow for users to sort through item types for a more focused view.

Inventory (Swords)

Tabs at the top would allow for users to sort through item types for a more focused view.

Inventory (Swords)

Tabs at the top would allow for users to sort through item types for a more focused view.

Inventory (Swords)

Tabs at the top would allow for users to sort through item types for a more focused view.

Level Selection & Party Creation

Map View

The main view when a player needs to select a level. They'd be able to view all the different levels to see what's open, locked or see any relevant art that we may add in the end.

Map View

The main view when a player needs to select a level. They'd be able to view all the different levels to see what's open, locked or see any relevant art that we may add in the end.

Map View

The main view when a player needs to select a level. They'd be able to view all the different levels to see what's open, locked or see any relevant art that we may add in the end.

Map View

The main view when a player needs to select a level. They'd be able to view all the different levels to see what's open, locked or see any relevant art that we may add in the end.

List View

For users who may find the map overwhelming we provide a list view that's more streamlined but has the same content. Additionally when starting a new party players can select from multiple options.

List View

For users who may find the map overwhelming we provide a list view that's more streamlined but has the same content. Additionally when starting a new party players can select from multiple options.

List View

For users who may find the map overwhelming we provide a list view that's more streamlined but has the same content. Additionally when starting a new party players can select from multiple options.

List View

For users who may find the map overwhelming we provide a list view that's more streamlined but has the same content. Additionally when starting a new party players can select from multiple options.

Level Select (Party leader)

Players will be able to select higher difficulties per level for additional items but these are not required to complete the game. If you're a party leader or playing alone you would have control over these settings.

Level Select (Party leader)

Players will be able to select higher difficulties per level for additional items but these are not required to complete the game. If you're a party leader or playing alone you would have control over these settings.

Level Select (Party leader)

Players will be able to select higher difficulties per level for additional items but these are not required to complete the game. If you're a party leader or playing alone you would have control over these settings.

Level Select (Party leader)

Players will be able to select higher difficulties per level for additional items but these are not required to complete the game. If you're a party leader or playing alone you would have control over these settings.

Level Select (Party member)

As a party member you let the leader decide and "Ready" to show you're ok with the selection and waiting for the game to start.

Level Select (Party member)

As a party member you let the leader decide and "Ready" to show you're ok with the selection and waiting for the game to start.

Level Select (Party member)

As a party member you let the leader decide and "Ready" to show you're ok with the selection and waiting for the game to start.

Level Select (Party member)

As a party member you let the leader decide and "Ready" to show you're ok with the selection and waiting for the game to start.

We reviewed our screens with classmates for feedback. I realized through interviews that while the core functionality for my screens was clear, the organization felt awkward and not very game-like to my peers. They mentioned combining screens and cutting down on copy would be better. This led to the next round of wires.

We reviewed our screens with classmates for feedback. I realized through interviews that while the core functionality for my screens was clear, the organization felt awkward and not very game-like to my peers. They mentioned combining screens and cutting down on copy would be better. This led to the next round of wires.

We reviewed our screens with classmates for feedback. I realized through interviews that while the core functionality for my screens was clear, the organization felt awkward and not very game-like to my peers. They mentioned combining screens and cutting down on copy would be better. This led to the next round of wires.

We reviewed our screens with classmates for feedback. I realized through interviews that while the core functionality for my screens was clear, the organization felt awkward and not very game-like to my peers. They mentioned combining screens and cutting down on copy would be better. This led to the next round of wires.

Character Creation

Character Creation

Character Creation

Character Creation

Main Menu

Left the right side empty and moved all functionality to the left. Save files are stacked and managing save files became the option to delete, copy or manage your file otherwise. Now selecting a game file would get you started.

Main Menu

Left the right side empty and moved all functionality to the left. Save files are stacked and managing save files became the option to delete, copy or manage your file otherwise. Now selecting a game file would get you started.

Main Menu

Left the right side empty and moved all functionality to the left. Save files are stacked and managing save files became the option to delete, copy or manage your file otherwise. Now selecting a game file would get you started.

Main Menu

Left the right side empty and moved all functionality to the left. Save files are stacked and managing save files became the option to delete, copy or manage your file otherwise. Now selecting a game file would get you started.

Character Selection

This screen stayed mostly the same other than moving the disclaimer of skins not providing in-game buffs under the character selected so it's closer to where your eyes will be. Additionally added some button icons for clarity assuming an XBOX controller.

Character Selection

This screen stayed mostly the same other than moving the disclaimer of skins not providing in-game buffs under the character selected so it's closer to where your eyes will be. Additionally added some button icons for clarity assuming an XBOX controller.

Character Selection

This screen stayed mostly the same other than moving the disclaimer of skins not providing in-game buffs under the character selected so it's closer to where your eyes will be. Additionally added some button icons for clarity assuming an XBOX controller.

Character Selection

This screen stayed mostly the same other than moving the disclaimer of skins not providing in-game buffs under the character selected so it's closer to where your eyes will be. Additionally added some button icons for clarity assuming an XBOX controller.

Inventory Management

Inventory

A classmate mentioned the inventory seems to be going horizontally which I thought was interesting and decided to pursue it. Since stats management isn't the focus of the game, the best item will be closer to the left where it can be quickly selected.

Inventory

A classmate mentioned the inventory seems to be going horizontally which I thought was interesting and decided to pursue it. Since stats management isn't the focus of the game, the best item will be closer to the left where it can be quickly selected.

Inventory

A classmate mentioned the inventory seems to be going horizontally which I thought was interesting and decided to pursue it. Since stats management isn't the focus of the game, the best item will be closer to the left where it can be quickly selected.

Inventory

A classmate mentioned the inventory seems to be going horizontally which I thought was interesting and decided to pursue it. Since stats management isn't the focus of the game, the best item will be closer to the left where it can be quickly selected.

Level Selection & Party Creation

Level Select (Main)

I combined the list and map view to streamline the experience. This also helped fill in the emptiness both screens had and kept things visually interesting and balanced.

Level Select (Main)

I combined the list and map view to streamline the experience. This also helped fill in the emptiness both screens had and kept things visually interesting and balanced.

Level Select (Main)

I combined the list and map view to streamline the experience. This also helped fill in the emptiness both screens had and kept things visually interesting and balanced.

Level Select (Main)

I combined the list and map view to streamline the experience. This also helped fill in the emptiness both screens had and kept things visually interesting and balanced.

Level Select (Online Play)

This stayed mostly similar other than adding a little more description to each action and resorting how the items were displayed to better match with the other party screens.

Level Select (Online Play)

This stayed mostly similar other than adding a little more description to each action and resorting how the items were displayed to better match with the other party screens.

Level Select (Online Play)

This stayed mostly similar other than adding a little more description to each action and resorting how the items were displayed to better match with the other party screens.

Level Select (Online Play)

This stayed mostly similar other than adding a little more description to each action and resorting how the items were displayed to better match with the other party screens.

Level Select (Party Leader)

Cleaned up the party screen a bit to better clarify which character is yours and who the party leader is. To match the updated inventory I also laid them out in rows.

Level Select (Party Leader)

Cleaned up the party screen a bit to better clarify which character is yours and who the party leader is. To match the updated inventory I also laid them out in rows.

Level Select (Party Leader)

Cleaned up the party screen a bit to better clarify which character is yours and who the party leader is. To match the updated inventory I also laid them out in rows.

Level Select (Party Leader)

Cleaned up the party screen a bit to better clarify which character is yours and who the party leader is. To match the updated inventory I also laid them out in rows.

Level Select (Party Member)

Mostly the same interaction as before where if you aren't a party leader you're waiting for the leader to start the dungeon. I added a countdown for the level start to remove "Ready" buttons from everyone. One less action can mean a lot.

Level Select (Party Member)

Mostly the same interaction as before where if you aren't a party leader you're waiting for the leader to start the dungeon. I added a countdown for the level start to remove "Ready" buttons from everyone. One less action can mean a lot.

Level Select (Party Member)

Mostly the same interaction as before where if you aren't a party leader you're waiting for the leader to start the dungeon. I added a countdown for the level start to remove "Ready" buttons from everyone. One less action can mean a lot.

Level Select (Party Member)

Mostly the same interaction as before where if you aren't a party leader you're waiting for the leader to start the dungeon. I added a countdown for the level start to remove "Ready" buttons from everyone. One less action can mean a lot.

Visual Development

Styles | Visual Design | Screens

Visual Development

Styles | Visual Design | Screens

Visual Development

Styles | Visual Design | Screens

Visual Development

Styles | Visual Design | Screens

I felt the Minecraft Dungeons was a little too different from the vanilla Minecraft. I wanted to consolidate them and took a lot of inspiration from vanilla Minecraft and mods for UI elements. Minecraft is full of passionate people making content and mods for the community and I felt this was a perfect way to honor them all.

I felt the Minecraft Dungeons was a little too different from the vanilla Minecraft. I wanted to consolidate them and took a lot of inspiration from vanilla Minecraft and mods for UI elements. Minecraft is full of passionate people making content and mods for the community and I felt this was a perfect way to honor them all.

I felt the Minecraft Dungeons was a little too different from the vanilla Minecraft. I wanted to consolidate them and took a lot of inspiration from vanilla Minecraft and mods for UI elements. Minecraft is full of passionate people making content and mods for the community and I felt this was a perfect way to honor them all.

I felt the Minecraft Dungeons was a little too different from the vanilla Minecraft. I wanted to consolidate them and took a lot of inspiration from vanilla Minecraft and mods for UI elements. Minecraft is full of passionate people making content and mods for the community and I felt this was a perfect way to honor them all.

In the end, I designed the UI for the wireframes. The only ones I didn't get to were the party screens as I still didn't feel fully confident in the experience. Something to revise for later. Attributions: Images were sourced from Minecraft Dungeons or promotional material along with the logo. Weapons pixel art was supplied by online artists.

In the end, I designed the UI for the wireframes. The only ones I didn't get to were the party screens as I still didn't feel fully confident in the experience. Something to revise for later. Attributions: Images were sourced from Minecraft Dungeons or promotional material along with the logo. Weapons pixel art was supplied by online artists.

In the end, I designed the UI for the wireframes. The only ones I didn't get to were the party screens as I still didn't feel fully confident in the experience. Something to revise for later. Attributions: Images were sourced from Minecraft Dungeons or promotional material along with the logo. Weapons pixel art was supplied by online artists.

In the end, I designed the UI for the wireframes. The only ones I didn't get to were the party screens as I still didn't feel fully confident in the experience. Something to revise for later. Attributions: Images were sourced from Minecraft Dungeons or promotional material along with the logo. Weapons pixel art was supplied by online artists.

Prototype

Clicks | Motion | Wow

Prototype

Clicks | Motion | Wow

Prototype

Clicks | Motion | Wow

Prototype

Clicks | Motion | Wow

Here's a prototype with clickable states. I added a few animations and transitions to help deliver the feel of the screens and potential interactions.

Here's a prototype with clickable states. I added a few animations and transitions to help deliver the feel of the screens and potential interactions.

Here's a prototype with clickable states. I added a few animations and transitions to help deliver the feel of the screens and potential interactions.

Here's a prototype with clickable states. I added a few animations and transitions to help deliver the feel of the screens and potential interactions.

My reflections on what I learned with this project and areas I feel could be improved:

Learnings

  • Gaming requires a greater level of interactivity and consistency between screens while also providing variety and eye candy. It's a different way of thinking and it even showed during user interviews with classmates where the expectations were much higher. I've also never had harsher critiquers than gamers. Oof!

  • Gaming systems seem to be larger which makes every new element an even tougher conversation to have unlike in web. I’ve been given a limit of 16 components for a full website, but for gaming that would all be on a single screen. You also need interesting pages which means a lot more dev work, but that’s the expectation.

Areas of Opportunity

  • I should have done more animation work to really bring the screens to life. While currently there’s an interesting start, each screen and interaction need so much love.

  • My workflow and visuals could have been organized a lot more. I was a little lax on the workflow considering it was a class, but it shows on my final pieces. If I had taken a little longer on the presentation, then I wouldn’t have to fix assets later.

My reflections on what I learned with this project and areas I feel could be improved:

Learnings

  • Gaming requires a greater level of interactivity and consistency between screens while also providing variety and eye candy. It's a different way of thinking and it even showed during user interviews with classmates where the expectations were much higher. I've also never had harsher critiquers than gamers. Oof!

  • Gaming systems seem to be larger which makes every new element an even tougher conversation to have unlike in web. I’ve been given a limit of 16 components for a full website, but for gaming that would all be on a single screen. You also need interesting pages which means a lot more dev work, but that’s the expectation.

Areas of Opportunity

  • I should have done more animation work to really bring the screens to life. While currently there’s an interesting start, each screen and interaction need so much love.

  • My workflow and visuals could have been organized a lot more. I was a little lax on the workflow considering it was a class, but it shows on my final pieces. If I had taken a little longer on the presentation, then I wouldn’t have to fix assets later.

My reflections on what I learned with this project and areas I feel could be improved:

Learnings

  • Gaming requires a greater level of interactivity and consistency between screens while also providing variety and eye candy. It's a different way of thinking and it even showed during user interviews with classmates where the expectations were much higher. I've also never had harsher critiquers than gamers. Oof!

  • Gaming systems seem to be larger which makes every new element an even tougher conversation to have unlike in web. I’ve been given a limit of 16 components for a full website, but for gaming that would all be on a single screen. You also need interesting pages which means a lot more dev work, but that’s the expectation.

Areas of Opportunity

  • I should have done more animation work to really bring the screens to life. While currently there’s an interesting start, each screen and interaction need so much love.

  • My workflow and visuals could have been organized a lot more. I was a little lax on the workflow considering it was a class, but it shows on my final pieces. If I had taken a little longer on the presentation, then I wouldn’t have to fix assets later.

My reflections on what I learned with this project and areas I feel could be improved:

Learnings

  • Gaming requires a greater level of interactivity and consistency between screens while also providing variety and eye candy. It's a different way of thinking and it even showed during user interviews with classmates where the expectations were much higher. I've also never had harsher critiquers than gamers. Oof!

  • Gaming systems seem to be larger which makes every new element an even tougher conversation to have unlike in web. I’ve been given a limit of 16 components for a full website, but for gaming that would all be on a single screen. You also need interesting pages which means a lot more dev work, but that’s the expectation.

Areas of Opportunity

  • I should have done more animation work to really bring the screens to life. While currently there’s an interesting start, each screen and interaction need so much love.

  • My workflow and visuals could have been organized a lot more. I was a little lax on the workflow considering it was a class, but it shows on my final pieces. If I had taken a little longer on the presentation, then I wouldn’t have to fix assets later.

Special Shout-outs:

Professor

Ivy Sang

Classmates

All of you 🤗

Special Shout-outs:

Professor

Ivy Sang

Classmates

All of you 🤗

Special Shout-outs:

Professor

Ivy Sang

Classmates

All of you 🤗

Special Shout-outs:

Professor

Ivy Sang

Classmates

All of you 🤗

What interesting problems could we solve together?

Please don’t steal my shit. I’ll only be nice about it once ❤️ © 2013 - 2024

What interesting problems could we solve together?

Please don’t steal my shit.
I’ll only be nice about it once ❤️
© 2013 - 2024

What interesting problems could we solve together?

Please don’t steal my shit. I’ll only be nice about it once ❤️ © 2013 - 2024

What interesting problems could we solve together?

Please don’t steal my shit. I’ll only be nice about it once ❤️ © 2013 - 2024