Captain starshot

Role(s): UI/UX Design, Visual Scripting

Time: September 2018 - July 2019

Team Size: ~20

Platform: PC

Engine: Unreal Engine 4


About the game

Captain Starshot is a rogue-like dungeon crawler in which you play as the mighty Captain himself! You explore the galaxy with your own space crew and start your mission to defeat the hordes of aliens.

Find their mother ship and take on their leader.

Sell sheet that I created for marketing team.

Sell sheet that I created for marketing team.


My Highlights

Crosshair169.gif

Dynamic crosshair

Tasked with effectively communicating gameplay status to the player, regardless of the size and scale of the player’s squad and abilities, through adaptable HUD elements.

In this scenario, the crosshair adapts to the max and current ammo count of the player.

Radar/Objectives

Clarifying current player objectives through the design and implementation of objective trackers and radar points. Players choose one of the radar points to follow based on the objective they want to pursue.

 

COmic style prologue

Reflecting art style through the presentation of the UI. I’ve designed and arranged a comic book panel follow through to set up the narrative in style.

Eye-Tracking for usability tests

Advanced tracking of the effectiveness of information elements by using eye tracking technology to gauge where and when players take in the information.

The eye tracking visual is displayed in the recording and is not visible for the player itself, as to not interfere with test results.

 
An excerpt from the storyboard: How and when do we communicate critical information?

An excerpt from the storyboard: How and when do we communicate critical information?

Storyboard

Combining desired gameplay flow, required onboarding and narrative into a single storyboard.

Wireframe of player/squad health, equipped abilities/triggers, and trigger progression.

Wireframe of player/squad health, equipped abilities/triggers, and trigger progression.

Wireframes & Mockups

Keeping up with iterations from the system design team for changes in player/squad health and abilities/triggers by creating wireframes and mockups for updated interfaces. Discussing requirements with system design team.