Ship Builder

Design Practice

Cleaned Up.png

*I’ve come a long way since this practice and would like to revisit the visuals.

Solo Practice // My Role: UX/UI Designer & Researcher

Contributions:

  • Competitive analysis

  • Conducting user research

  • Sketching solutions

  • Creating wireframes, flows and UI mockup

Tools:

  • Pen & Paper

  • Figma

Overview

The Task:

Create an interface design for an imaginary space game. Players must be able to customize their spaceship. Without specifics for the game type, art themes, or gameplay, I chose to start modeling this off of the Stellaris shipbuilder and blending it with some other ship builders.

The Results:

In under a week, I designed a ship builder tool for players to easily view and customize ships, meeting all needs and giving players the info to customize their fleet for their game plan. In the future, I also want to let players customize their ships to make them unique and stand out in multiplayer.

ASks for this task:

  • Font: Min size: Arial Regular 14px or similar 

  • Resolution: Min resolution: 1280 x 720 (iMac frame), Desktop: 1440 x 1024

  • Show Ship Selection & List of Stats:

  • Damage, Armor, Power (used/remaining), Speed, HP, Shields

  • 8 weapon slots, 6 utility slots

  • Should see list of components valid for equip slots

  • See effects of components

  • Save, Load, Rename Template

  • Tooltips for help

The Approach:

  1. Interviewing Stellaris Players

  2. Analyzing Other Ship Builders & Customizations

  3. Exploring Layouts & User Flows for Customization

4. Viewing, Comparing & Editing Ships

5. Extra Thoughts

  1. Interviewing stellaris players

For the amount of time given, I interviewed 2 Stellaris players to get an idea of their use, comprehension, and frustrations with the ship customization builder in this game. One had just started their first experience with the game, the other having 150+ hours already and a fan of strategy games.

Some of the major feedback :

  • Both were confused about which ship upgrades were best and why they should be used.

  • They were unsure where new ship customizations could go on the ship.

  • Finding the components menus was a confusing experience.

  • The more experienced player felt proud of the naming of his ship fleet, “Banana Republic”.

2. Analyzing Other Ship Builders & Customizations

I checked out customization features in various games like Battletech, Kerbal Space Program, and Stellaris to see what they offer in terms of layout and content.

Battletech SHIP & Mech Customization

I enjoyed the blueprint view of the ship. It also help point out where upgrades would go to give context to their functions, which was one area that could use improvement on the Stellaris experience.

I looked at 2 different areas for Mech customization, Skirmish & Campaign modes. 

Breakdown of Mech Customization

Screen Shot 2021-04-13 at 1.10.10 PM.png

Ship Upgrades: Sketching the different components and layouts

Screen Shot 2021-04-13 at 1.24.57 PM.png

Tooltips: Hovering over different mechs presented stats for comparisons

Screen Shot 2021-04-13 at 1.23.20 PM.png

Skirmish Mech Bay: Right side was kept open to view the Mech Bay environment

Screen Shot 2021-04-13 at 1.25.55 PM.png

Sorting: Options for viewing parts & mechs

Kerbal Space Program

Screen Shot 2021-04-13 at 2.31.56 PM.png

Looking at a game that is largely dedicated to building ships, I tried out a bit of Kerbal Space Program to see what options they presented for layout and customization.

The VAB allowed for a 3D view of the ship and relied more on player interaction for construction.

Breakdown of VAB Elements

Screen Shot 2021-04-13 at 2.33.35 PM.png

Layout: The ship is in the middle with plenty of room to explore and play with the 3D model.

Tools & Settings: Search, game settings, and naming always available.

Screen Shot 2021-04-13 at 2.32.59 PM.png

Parts: Organized on the left side for easy access.

Tooltips: On hover, presented more info for individual parts.

3. Exploring Layouts & User Flows for Customization

In the interviews, I noted some issues to address and thought of various layouts. I sketched a few ideas for creating my own layout.

Although I really liked the idea of being able to view all the ships at once in the grid format, it didn’t seem the most efficient way to get comparisons for ships stats, which was a common theme in these ship builders. I went with the side menu and 3D model in the center

Overall, the general flow could take you through 3 sections.

  • View

  • Edit Components

  • Customize Paint 

This area is for looking at and changing the ships you already own, not for buying new ones elsewhere in the game.

Screen Shot 2021-04-13 at 2.58.43 PM.png

4. Viewing, Comparing & Editing Ships

Screen Shot 2021-04-13 at 3.08.20 PM.png

View/Compare Ships

List view of all ships in inventory

  1. View overall power of your fleet at a glance

  2. Compare stats on ships by hovering over ships and compare with selected ship

  3. Quick view of equipped Weapons & Utilities

  4. Description of the ship and why it’s useful

  5. Easy way to view ship strength/weakness

  6. Load saved template quickly

  7. 3D model of ship

Screen Shot 2021-04-13 at 3.22.02 PM.png

Edit Components

Weapon/Utilities tab for each section & sorting by weapon/alpha/power

  1. Component slots grow in size when selected

  2. View of changes in Fleet and Ship stats when equipped

  3. Description of weapon and what it’s good for

  4. Ability to save/load/rename template

  5. Hover over for quick view of other weapon stats for comparison

  6. Weapon effects

Cleaned Up.png

In Context

For fun, I wanted to see it cleaned up a little more

  • Environment background to give more of a setting

  • UI was kept simple and angular to give a Sci-Fi feel

5. Extra Thoughts

  • I would want to see more visual flourish when adding weapons/items. Maybe like visual highlighting on the model or zoomed in view on the ship area when selected.

  • Customizing ship colors could be fun for players to make it their own and help with fleet identification.

  • Displaying fleet power is crucial.

  • Currency and resources weren't included due to time constraints and lack of design clarification. I’d hope to work with the game designer to solidify thoughts on these before added them in as I’m sure both could be used in these menus. 

  • Although hover overs show menus for stats in these examples, I definitely would want to make suer there is info for any terminology that could be confusing for new/returning players. 

Next Steps

I would get in some prototype testing to see if the menus feel alright and are understandable to others. Any iterations of features would come after.

I would love to see a feature for painting your ship for a little ship personality and ownership for players.

Note: Looking back on these designs, I would definitely be making some visual adjustments. Headers, sizing, alignment and iconography could use some updates.