In the beginning stages of creating this game I created wireframes and site maps to ease the user experience. The site mapping helped to refine the ideas and the flow of the game.
User Flow Chart
Creating a Visual Language
In order to further improve the designs, three usability tests were conducted from the high fidelity prototype on InVision. Changes were made appropriately to accommodate the results.
|Name: Samuel Yee||Name: Shannon Andrews||Name: Kitty Huang|
|Age: 19||Age: 20||Age: 21|
|“The sound effects could be more interesting, as it is a game with a global focus you could incorporate aeroplane sound effects every time it flips on to another page”||“I was having difficulty navigating it, some of the buttons weren’t functioning”||“Visual aspects look awesome! And the game mechanics make sense to me”|
Gameplay & Mechanics
The game begins with a map of the active offices. Deactivated offices are currently in nighttime timezones. A popup (job task) will arise, listing an assignment and the amount points awarded upon completion. Each office is operating on three different criterion - communication, speed, and capacity. Every job task requires different amounts of communication, speed and capacity points to be allocated to each of the offices in order to be com- pleted. As each office takes on more tasks the communication, speed and capacity bars will increase. Our game begins in the Toronto office where the player is given an assignment based in one of the various Sapi- entNitro offices worldwide. Offices that are currently inactive, based on nighttime timezones, will not be available for selection. An overview of the randomized communication, capacity, and speed variables for that location will appear. Depending on the challenge, the player will be awarded with points.