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Cry of the Fox

"Cry of the Fox is a singleplayer adventure exploration game in which you play as a fox traversing in an abandoned and overgrown Paris set in the 1920s while sneaking around dangerous wolves."

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Within the project I worked as a game designer, doing research into potential features, participating in external playtests, and looking for points of improvements. My main role, however, was UI/UX design. This included research, designing, prototyping, implementation and being the key point of contact with the artists.

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16 weeks
(Feb '22- July '22)

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19 People

Unreal Engine 5

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UI/UX & Game Design

Project Overview

My Role
  • UI/UX designer

  • Game designer

Goal
  • Design and implement all menus and HUD elements

  • Convey the 1920s Parisian setting through the UI's design

  • Keep the HUD minimal so that the player can focus on the immersive game experience

  • Setup how-to documents so new content can easily be added by another developer.

Tools Used
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Unreal Engine 5

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Figma

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Perforce

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Jira​

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Miro

Understanding the Project's Needs

To get the project started, I analysed the project's needs. What information and interactions were required of each screen and which screens were needed. To help convey the information to the rest of the team I made a flowchart to visualise interactions and information.

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Design Decisions

To fit better with the game's immersive, narrative driven, and semi-realistic artstyle, it was decided to give the UI minimal screen presence.

To reflect the 1920s Parisian setting the UI's style would be based on Alfonse Mucha's artwork.

To combat the lack of UI artists, the benchmark set-dressing section of the level would be used for the backdrop of the main menu.

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Project screen-flow created halfway through the project​

Collectables

Purpose

The goal of the collectables and the screen was to provide to the player a reward for going out of their way to explore more of the world. By doing so they could learn more of what had happened in the game's world.

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Design Decisions

The screen is thus designed to celebrate the player's efforts. It rewards the player with information on the world and a better showcase of the item they had found. When the player has found all items within a level the level's icon changes too to signify this.

To encourage players to replay and find the artefacts they missed, a hint is displayed upon the completion of a level.

Main Menu

Purpose

The main menu of the game as designed to clearly showcase to the player what the game is about: A fox running through a scenic and nature filled Paris.

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Design Decisions

In order to sell the player on the visual fidelity of the game, the player character is put front and centre, paired with the core set dressed area of the game.
The motion design is designed to catch the player's attention while still making sure that the game has a more casual and relaxed nature. 

Heads-Up Display

Stealth Indicator

The grass animation & vignette is to showcase a state change to the player. It tells the player "I am now hidden in tall grass, wolves cannot spot me."

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Chapter Start

I designed the pop-up to make the player feel like they have entered the next big part of the game. The title and icon are hints of what's to come and to help the player create a connection between the chapter and the set of collectables tied to it in the collectibles screen.

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Artefact Count

I designed the popup to be simple: how many collectables the player has found, how many there are in the chapter, and an icon that represent the object they found so it's easy to find back in the collectables screen.

The widget's information is pulled from the level's, player's, and collectible's data. Because of this it will automatically update if anything changes in those regards. By having it pop-up I could keep the gamescreen more immersive and make it more impactful for the player when they find any of these rare items.

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Sign of Life

We created objects in the game that the player can inspect more closely. By interacting with those they can learn more about proximity of NPCs or other useful hints.
The pop-up itself gives the player information of its source and more in-depth information on the object itself.

Game-over screen

Purpose

The screen was designed to communicate to the player that they have been caught by the patrolling wolves while saving the team on animation budget.

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Design Decisions

To keep the game light-hearted but to still convey failure to the player, the screen was designed to briefly showcase where they got caught, while allowing us to avoid having to use any more gruesome depictions of death.

By blurring the screen, it also feels more natural to the player that their controls are being taken away.
By giving the player button options it allows the player to reflect on what happened before they retry.

Button-prompts

Purpose

The button-prompts were made as a tool for level designers to onboard the the player into the game wherever they needed.

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Design Decisions

To make the tutorialisation as un-intrusive but as versatile as possible to fit the game's immersive direction, I opted for spatial UI. They pop up when the player gets near, and disappears when the player has performed said action. The information dynamically changes to reflect the player's current input method to make sure it is always relevant.

To help level designers use this as efficiently as possible, it's easy to select which prompts are used, if they are full-text tutorialisation or small icon prompts, and the sizing of detection radiuses.

Reflection 

Results

I'm really proud of the work the team and I did this block. This was my first time working on a project as a dedicated UI/UX designer which has been an incredible experience. 

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Players liked the UI and mentioned the attention of detail of some animations in the UI. Besides that the team was happy with the quality of work and how communication had gone.

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Takeaways

I learnt plenty during this project. Such as:

  • UI/UX design pipelines and how to work non-destructively

  • The importance of knowing your tools' and engines' limitations

  • How to effectively use Figma

  • How to use motion design to convey information to the player

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Get in Touch

Thank you for checking out my Portfolio. If you're interested in my work, if you want to know more or just have any questions in general fill in my submission form, or find me online at:

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Thanks for reaching out!

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