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Camilla Morrissey
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Camilla Morrissey

Understanding My role

Posted on

Initially for this project I was given the role of mechanics designer. Honestly this role was neither something I had expected or something I was entirely confident in doing. After discussing with my team and expressing my inexperience with this we collectively decided that I would instead be focusing on UI design. I will still be helping on the mechanic aspects for this project, in designing and planning.


  • UI Design

The user interface for any game is integrally important to its overall functionality and the player experience. It is essentially what players will use to navigate the game; from buttons, the settings menu, to the home screen UI design encompasses so many different aspects of both visual design and technical mechanics.

As the UI designer for this project it is essential that I fully understand my role and what responsibilities come with that.

  • Setting menu

I will be designing the buttons, backgrounds and interface for the menu screen. As well as this i will be writing the code to implement that into the game that makes it functional.

  • Buttons and visual cues

I will be creating the icons for most buttons and visual cues for the game essential to the player experience. Occasionally this may overlap with the role of world designer, i should ensure that we discuss when and where to implement our own design choices within the game.

  • Title screen

Similar to the settings menu i will need to design the buttons and the interface for the menu screen; whilst also being bale to code that into the finalised product.

Evidentially there are many different components to being a UI designer that i need to consider and research going forwards. Throughout the course of this semester I will hopefully have a better understanding of how to create menu screens, title screens, and as well learn how create proper UI design that fits in with the Gameworld.


  • Mechanical design

Gameplay mechanics are the foundational structure of player interactions and interest. In a relatively simplistic game such as kinetic panic employing different mechanics is essential in maintaining player interest and enhancing the overall gameplay. Mechanics introduce another aspect of the game, one of complexity and depth. It is important to consider what mechanics would work well within the game whilst not straying far from parkers initial brief of the game. Balancing this consistency with a source material whilst also trying to introduce something new can be a difficult task. Which is why i intend on exploring different ideas and ways to implement these mechanics whilst being truthful to parkers games design document.


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