Z2 / King Design Artifacts
A collection of design artifacts from various features and titles I worked on at Z2 / King.com
Click on images to browse galleries of example wireframes or view prototype recordings.
Initial UX for players that have access to the Ad Bird. Ad bird is a parrot that occasionally will arrive on the player land. Announcing itself as a quest, players quickly learn that completing an Ad Parrot quest will always guarantee a reward of gems or resources.
As part of the core loop, players quickly move into a flow of rapidly moving from activity to activity. Once a player reaches a point of impasse (timers are too long or storage is at capacity) players have a chance to watch an ad to continue progress and potentially extend their game session.
A video recording of a prototype demonstrating a World Map redesign with integrated social features.
A brief tour of the current UX of the World Map. The Map Table is a feature that is unlocked after the Player reaches Level 17. At this point, players can collect map pieces by completing dock boat orders. Earning rare map pieces allows them to unlock new Islands to visit with new special activities and new characters to trade with.
The Pet Shop was part of a new system that allowed players to obtain new and unique pets by obtaining stickers. For the first time players can preview unique pets and collected.
Stickers can be found by completing complex content or purchasing sticker chests.
The Pet Sticker system had a direct impact on player experience and an increase in monetization.
Adventuring Ship is a mid-game feature that allows players to access exclusive order challenges for a small premium price. Challenges will unlock Epic Pets that are available for a limited time.
Work on this feature include revisions on UX and IxD of the feature. Several changes were made to streamline the userflow and improve value proposition.
A fast exploration on a new resource type and storage element in the HUD.
A vision rework for how to to improve the clarity, game mechanics, and reveal new 'abilities' being implemented into the battle experience.
Proposals and visualizations for Guild Events and how they would manifest in game.
A fast low-fi rework on how the chat experience should look and feel after several rounds of feedback and iteration.
Presentation developed to give an overview of where a working title's UX compared in the free-to-play mobile strategy genre. Analyzed and provided insight to how engagement compares both inside and outside of the game.
A brief overview of the various screens and experiences derived from the initial proposal and design proposal.
Feature overview for how we would allow players to donate units to one another.
Explorations in various ways to render a Pet Sticker inventory. Proposals were cross-referenced with an impact vs effort matrix and used to determine various benefits to guide the feature team's next steps.
A gradual feature set that would be able to grow our Player Messaging Channels as we prepare for global launch.