Xenoblood:
Vengeance of the Nine
Video Game UI/UX Flow Example
This personal project is meant to be a condensed representation of the UX process I take in game design.
Game Concept
Xenoblood: Vengeance is a Souls-like action game set in the far future, in which humans have colonized many star systems. Through their technology, humans have become the masters of life and death – at least as it pertains to their own biology. Set on the distant, colonized planet of Torblast-V, humans have unearthed a hive of alien creatures who set out to raze all that humans have built on the planet. Your mission: destroy the nine Xenobloods.
Story and Narrative
Set in the far future, humans have dispersed throughout the stars, colonizing and terraforming wherever they so choose. Through their technology, humans have become the masters of life and death – at least as it pertains to their own biology. Set on the distant, colonized planet of Torblast-V, humans have unearthed a hive of alien creatures who set out to raze all that humans have built on the planet. Torblast-V is a heavily populated planet, and the release of these alien creatures has unleashed destruction on a scale not seen in hundreds of years. The meager defense force of the planet is quickly defeated by the onslaught with only small pockets of resistance forces or civilians hiding in safety, and interstellar travel takes years – so help is not coming. The main character is a scientist who has been hiding from the Xenobloods, and has spent the past 6 months developing an antiserum against them. Escaping with the serum, the main character (name and design up to the player) is humanity’s last hope on Torblast-V.
Game Details & Persona
The target audience for this game are young adults to adults from the ages of 16-30, who enjoy role-playing games, action games, and challenge in their video games.
Mission/Challenge Structure
The game progresses via beating the 9 strongest Xenobloods on the planet – the Primarchs. This can be done mostly in any order the player wishes. Players progress through areas, beating weaker enemies and facing occasional puzzles or minibosses. The defeat of a Xenoblood Primarch entails the “end” of a section.
Atomic Design Elements
Wireframes:
Level Up Screen: Skills and Perks
Overview
Level up allows players to use collected points to customize and increase their character’s strength through selectable skills and passive perks.
Goals
Allow the player to choose their own play-style
Reward the player and give them a sense of progression
Introduce new skills to overcome different game mechanics
User Stories
As a player I want to feel more powerful and unlock cool and useful skills for my character as I progress through the game.
As a player I want to try out different builds to suit my playstyle
Functionality
When a player interacts with a save point they are greeted with the upgrade menu (souls-like style). Here they can used gathered points (or augments) to choose passive perks, or upgrade their character with new skills.
Task Flow & Wireflow
Quick Style Exploration
Notes
These images represent some basic realization and style exploration from wireframes to more arted mockups. At this point in the process developing blurred glass panes and a modular slot system was important to keep clearly represented in the UI.
Mockup Exploration
icons/universe background from: https://wenrexa.itch.io/ • 3d assets from: Epic/Paragon/Unreal Engine • stock photos: pexels • game docs are a collab with Noah L.