KING Art Games

Internship

genre:

Turn-Based Tactics / 4X Strategy

engine:

Unity3D

team size:

9

duration:

6 Months

role:

Game Design Intern

As part of my studies, I completed an internship in game design at KING Art Games. Working with a prototype during pre-production, I helped bring the combat system to an MVP state and created a framework as well as an interactive prototype for the UX and UI of the turn-based combat encounters of the game.

Since the game is yet to be announced, I can only share a small insight into the work I did during my time at KING Art Games but I will update the page once I can do so.

Prototyping

When I joined the project, a combat prototype in Unity already existed. However, my Lead pointed out that playtesters had trouble controlling their units and finding the information necessary to make strategic decisions.

As the turn-based encounters were meant to take up a large portion of the game, my first task was to identify shortcomings with the existing systems' readability, focusing on the onboarding experience.

To do so, I played and analyzed several turn-based-tactics games to see what I could learn from their design as well as where they fell short to avoid possible pitfalls.

As making changes to the digital prototype was quite time-consuming, I opted for analog prototyping which allowed me to rapidly test different scenarios.

Later, it also enabled me to quickly prototype random encounter generation using polyhedral dice.

On the side, I would periodically test my results in the digital prototype to adjust for difference in game feel between digital and analog.

A blurred image of a notebook and boardgame pieces on graph paper

UX Research

Before the internship, I had done encounter design for my Dungeons & Dragons home game and played a handful of games in the tactics and strategy genres, but I had limited experience working on them.

So instead of going in blind, I went through reviews, game store pages, and forums of other turn-based tactics games to find out which games and features where being praised and what pain points and complaints players of those games had.

I also looked at popular mods to see what the playerbase was missing from the base game experience.

Based on the findings of my research, I then constructed a player persona and assigned them a player type based on quantic foundry’s high-level clusters as well as Jason VandenBerghe’s 5 Domains of Play.

My team and I were able to use these resources to accelerate work on the prototype as we could avoid common mistakes without having to implement and test them first.

A blurred image of two computer screens and handwritten notes in the foreground

UI Prototype

During the last two and a half months of the internship, I designed and prototyped the UI and UX for the turn-based combat. I used Illustrator and Blender to create mock-ups and place holder assets which I then used to make a fully interactive Adobe XD document.
Unfortunately, I can't show any assets that I produced, which includes said prototype. Once I can, I will update this page with screenshots and more information.

A blurred image of a 3D software and visual references