In this Augmented Reality game, players play as a defense helicopter, shooting zombies. In this task I created a prototype of the base UX flow and created documentation representing all of those steps. While the gameplay is relatively simple, the flow needed to fulfill the requirements for free-to-play game-play and monetization while also being intuitive for the player.
The Campaign Map is a core-loop feature where players progress in missions to earn weapons and materials for other game-play features. The V1 of this feature needed improvements both to the flow and the presentation of the information for the players. In V2, information was simplified and friction was reduced by combining two UIs into one. Information was also clarified by making the steps in the flow more distinct from each other. Mission difficulty options were made more visible by bringing them up a level.
High Score Tournaments was a brand new variant on the tournaments event feature, focusing on player competition from individual levels up to total event score. Theming was inspired by high score arcade leaderboards where each game has it's own high scores, and an arcade has a top-players high scores leaderboard. By doing better in each game, the player improves their standings in the top-players leaderboard. Feature also included FTE ux for the first time a player is introduced to the event type.
Crafting is a core-loop feature in the game for players to create items to use in other game-play features. For mid to late game players, this feature is intended to give them an ability to make their crafting buildings do more for them when they are used. This is a re-engagement feature designed to give players more to invest their time in. Feature also included FTE flow to teach the player about the new system.