SamuraiX.png

Samurai X

Samurai X is a 3D two-player Boxing game with unique arena designs and diversified in-game mechanics.

Team: 4 members

Duration: 3 Weeks

Role: Technical UX Designer & Level (Arena) Designer, Programmer


Design Challenge

In this project, we decided to focus on doing a “Player-Centered” Design, which means, we need to create a gameplay experience that meets targeted players’ needs and expectations.

#Find the “Right” Mechanics

Firstly, we build up two Target Player Persona models.

PlayerModel1.png
PlayerModel2.png

To better understand our target player, we analyzed the two players’ Motivation Model, and asking questions like “What are they playing for?”, “What is their way of problem-solving?”, or “What makes them satisfied?”

motivation.png

Based on our understanding of these two player types, we started to design some of the mechanics that can meet one or both of the player’s expectation.

Untitled.png

#1 Three different fighting skills

#2 Two special moves

#3 Randomized win condition (Goal)

#4 Movable parts in Arena

#5 Randomly appeared button that controls the Goals and Arena

Mechanics 1, 2, 3 will appeal to Hermione as she would love to try out and master all the skills and moves and apply them with different strategies to achieve each goals. #4, 5, satisfied Leeroy by allowing him blowing up things in the Arena while using these tricks to win the game.



Prototype

After decided on the Concept of the game mechanics that we want, we start to build up early prototypes to test and adjust the ideas that we would like to approve and solidify.

#Fight skills

  • “Punch“

    This is considered the “Normal Attack“ in the game. This adds a small amount of force on the opponent.

punch1.png
Punch.gif
  • “Strike“

    This skill adds a huge amount of force on the opponent and causes the opponent to fly off for a distance.

Strike1.png
strike2.gif
  • “Blow Up“

    This will adds a vertical force on the opponent and throw the opponent up into the air.

blowup1.png
BlowUp.gif

#Moves

  • Teleportation

    Player be able to transmits to the opponent’s position.

  • Fly Up

    Player be able to fly up and suspend in the air for a limited time period.

prototype.png



Level Design For dynamic gameplay

As I started to design the Arena, I confronted the challenges that how to create a level that both player can apply their gameplay strategy or style in a rapid and dynamic combat.

Arena Design1.png

  1. How large should the Arena be?

    To decide on the size of the Arena, instead of using the actual size measures, I count the time that would take for player to get to an important spot.

    a. the time that takes player to run from their spawn point to the opponent’s spawn point

    b. the time that takes player to run up to the Elevated Playground.

    Based on the time, player speed, and the consideration of player number, I modified our Arena into a size that allows two players to engage an intriguing combat.

  2. What elements should there be?

    The elements are designed based on the theme and mechanics of the game.

    a. Arena with flat playground and obstructions on the four corners for Fighting.

    b. Movable platforms, button spawn spot for Button mechanics.

    c. Elevated Playground as alternative routes and playground.

Target Gameplay with player movement route

Arena Design4.png

The graph on the right shows the player movement route or play area on both Free Playground (represent by Blue), and Elevated Playground (represent by Red).

Free Playground: the bottom level arena which is full size big and contains the obstructions, movable platforms, and most button spawn points.

  • Players can encounter each other directly in the middle part and start a fight. The free playground is also good for, and encouraging player to use their skills and play with the buttons and movables to create strategies to win the game.

Elevated Playground: It is the smaller upper area in the middle of the arena, where player can go up to from the slopes on both sides.

  • Not only does it serves as an alternative path or play area, the design of elevated playground allows player to engage a fast-pacing fighting round without distractions from environment mechanics.

By looking at players moving and playing on the arena, we get to know how the level has affected their game play and experiences. Thus, while the level successfully satisfy player’s needs, it encourage a more diverse and dynamic game play.

FInal Level Design result

pics2-2.png
pics1-1.png
pics3-3.png