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a MOBILE GAME ui/ux case study

my roles

UI UX Designer | Researcher

PROJECT OVERVIEW

Dead by Don is a mobile UI/UX case study exploring how players navigate systems on a mobile touch screen. The project examines flow and engagement through the character customization, storefront loop and character loadout preparation. 

The research evolved into an interactive wireframe prototype that I built in Adobe XD, utilizing UI assets that I designed in Adobe Illustrator. Assets and UI components were organized into modular libraries, supporting rapid iteration between wireframe mock-ups and high fidelity art.

TESTING (ADOBE XD)

A/B Testing was conducted to evaluate storefront entry points and menu hierarchy.

 

Exploratory Testing focused on pacing and engagement flow states navigating pre-combat character load-outs.

I also tested icon comprehension by limiting wireframe assets to black-and-white iconography, isolating clarity and readability without relying on colour or visual styling.

ADOBE XD WIREFRAME

DESIGN WORKFLOW

Dead by Don is a mobile UI/UX case study exploring how players navigate systems on a mobile touch screen. The project examines flow and engagement through the character customization, storefront loop and character loadout preparation. 

Mobile Game Concept

Dead By Don - 80s Horror Dungeon Crawler

UX Strategy Document

Game Strategy Guide and Player Personas

User Action and Loop Logic via Interaction

Created Information Architecture Maps, User flowcharts and User Journey Maps while focusing on user mindsets.

Wireframe Prototype and Usability Testing

Created a click-through prototype using Adobe XD that explored animations, interactions and flow loops. This was used to conduct usability testing and providing a test report to determine pain points and clear design iterations.

UI Mock-up and Style Guide

Used Adobe Illustrator to design mock-up UI elements to create a UI/UX style guide.

Utilizing player personas, strategy guides, user flow charting, and information architecture mapping I was able to structure the UX flow and pacing.

I found the best way to organize information on the main game screen was to use a hierarchy divided into

  • User Settings

  • Storefront and Lootboxes

  • Character|Weapon Customizations and Upgrades

  • Gameplay

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