Project Thumbnail

Buildify

UX Designer

Activities - Challenges

2020 Sep - Present

Position

Time

Verda is a new clothing brand committed to offering stylish, eco-conscious fashion choices. The company focuses on using organic materials and ethical production practices to stand out in a crowded market. Verda aims to inspire consumers to make more sustainable choices without sacrificing style or comfort.

Project Thumbnail

Buildify

UX Designer

Activities - Challenges

2020 Sep - Present

Position

Time

Verda is a new clothing brand committed to offering stylish, eco-conscious fashion choices. The company focuses on using organic materials and ethical production practices to stand out in a crowded market. Verda aims to inspire consumers to make more sustainable choices without sacrificing style or comfort.

To accommodate scalability and variable completion, 3 difficulties are provided. Player can complete part of goals. Difficulty widget can visualize num of completed / all goals

To accommodate scalability and variable completion, 3 difficulties are provided. Player can complete part of goals. Difficulty widget can visualize num of completed / all goals

To accommodate scalability and variable completion, 3 difficulties are provided. Player can complete part of goals. Difficulty widget can visualize num of completed / all goals

-Analyzed the Game Design Document
-Organized all types of key goals as a foundation for wireframing all scenarios
-Set UX writing guideline

Test in Map

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Test in Map

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Test in Map

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Improve Spatial Clarity Through Iconography

During paper prototyping, we realized it was difficult for players to understand the geographical location referenced by the goal.

To improve clarity, we added a location icon to the target area, helping players quickly identify where they need to go.

Improve Spatial Clarity Through Iconography

During paper prototyping, we realized it was difficult for players to understand the geographical location referenced by the goal.

To improve clarity, we added a location icon to the target area, helping players quickly identify where they need to go.

Improve Spatial Clarity Through Iconography

During paper prototyping, we realized it was difficult for players to understand the geographical location referenced by the goal.

To improve clarity, we added a location icon to the target area, helping players quickly identify where they need to go.

Following a collaborative brainstorming session with game designers to define the core Solo and Coop experiences, I mapped out a detailed user flow to establish a clear foundation before moving into wireframing.

The flow is structured around three main phases:
Start Challenge, During Challenge, and End of Challenge.

Following a collaborative brainstorming session with game designers to define the core Solo and Coop experiences, I mapped out a detailed user flow to establish a clear foundation before moving into wireframing.

The flow is structured around three main phases:
Start Challenge, During Challenge, and End of Challenge.

Following a collaborative brainstorming session with game designers to define the core Solo and Coop experiences, I mapped out a detailed user flow to establish a clear foundation before moving into wireframing.

The flow is structured around three main phases:
Start Challenge, During Challenge, and End of Challenge.

Based on the user flow, I wireframed all scenarios including potential edge cases to ensure comprehensive coverage of the player experience.

Add Trick Helper

There are tons of tricks and flick-it gestures for kickflip tricks. Players had trouble remembering trick inputs, so having a trick helper could support them in completing challenges more easily.

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“I was referencing it a lot more”

— Tester 2

“I was referencing it a lot more”

— Tester 2

“I was referencing it a lot more”

— Tester 2

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

Visualize progress on Meta Criteria

Meta Criteria requires players to "Complete all criteria above".

Difficulties

Player can complete a single criteria while requiring to complete all criteria in a sequence. We need to visualize several states
-Completed
-Incomplete
-Temporary completed (before player land successfully)
-Progress on Meta Criteria

Save Challenge Replay

From observing player behavior, we noticed that many players tend to open the replay editor right after completing a challenge or landing a series of cool tricks. Challenge replays often provide cinematic camera angles, enhancing the visual impact of those moments. By having a “Quick Save Replay” button, we enabled players to instantly capture and revisit their highlight moments, making it easier to export and edit them directly within the replay editor.

Testimonials

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

"Kristine has a great design mindset and always 
brings fresh ideas that inspire the team. 
She’s super supportive, great to brainstorm with, 
and makes every collaboration enjoyable.
 Whether it’s tackling tough design challenges 
or refining the details, she puts a lot of 
thought into everything she does. 
 Love working with her!"

"Kristine has a great design mindset and always 
brings fresh ideas that inspire the team. 
She’s super supportive, great to brainstorm with, 
and makes every collaboration enjoyable.
 Whether it’s tackling tough design challenges 
or refining the details, she puts a lot of 
thought into everything she does. 
 Love working with her!"

"Kristine has a great design mindset and always 
brings fresh ideas that inspire the team. 
She’s super supportive, great to brainstorm with, 
and makes every collaboration enjoyable.
 Whether it’s tackling tough design challenges 
or refining the details, she puts a lot of 
thought into everything she does. 
 Love working with her!"

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."