— ROLE
Principal UX/UI Artist
— DATE
2022-2023
— PLATFORM
Mobile, Consoles
MOUSE TRAP
Based on the famous board game, Mouse Trap is a game where you play as a mouse and have to get as much cheese as possible, whatever it takes.
Avoid the trap, steal cheese from other mice or from the cat guarding the cheese factory.
Unlock new content for your mouse as you get more cheese, and become the best looking mouse.
Life of a Principal UX/UI Artist
As the only UX/UI artist on the project, and as Mouse Trap is my first owned project at Marmalade, I am in charge of the whole UX and UI pre-production and production.
I’ve been making research, competitors analysis and user flows, working closely with the game designer and the creative director to lay the foundation of the project.
I’ve also been working closely with the game designer as working on the UX and wireframes, to highlight every feature.
Also making art style research and moodboards to determine the UI art style, as well as providing high fidelity UI mockups.
Finally, I’ve been implementing the UI in Unity, with the help of our developers team, as well as animating the UI.
As the principal UX/UI artist, I’m also in charge of the documentation and good communication of the UX/UI to the rest of the team, also working closely with the producer, providing time estimations and plannings.
My ultimate focus is creating a more engaging and immersive player experience across the game, making sure nostalgic players who want to experience the original board game can enjoy the game as much as new players.
USER FLOWS
The main challenge is to adapt the UX to the target audience, as we want the game to be family friendly and mostly for young kids.
The simplicity and accessibility of each screen have been thought and adapted for them.
As this audience play a lot on mobile but also on consoles, I’ve created my flows so they could adapt easily to any supports.
UX
WIREFRAMES
For UX wireframes, simplicity and accessibility are still my main keywords, but also reusability, so every screen is functional on various platforms.
Working in a first time with low fidelity wireframes, this stage allows me to quickly iterate with different compositions and ideas.
Once the flow is approved, and I have a detailed overview of every feature needed, I start making high fidelity wireframes. This stage gives me a better idea of how the game will look like and lay the foundations for UI.
Above are some wireframes explorations for the main menu.
Below is an example of low and high fidelity wireframes.
UI
MOCKUPS
I’ve established the UI art style by doing some research and moodboards, testing styles that correspond to the game universe and brand.
Once the UI art style is approved, I’ve been working on UI mockups, establishing UI rules and hierarchy at the same time.
Last but not least, I’ve been implementing the UI into Unity, giving placeholders prefabs a final look and adding feedbacks with a few FX and animations.