Anterris Character Screen
The Character Screen for Anterris needed to serve two important player personas: the gacha gamer and the action RPG gamer. This view would not only let players view stats and equip items for strategic decision-making and creature progression optimization, but also provide a space to browse and admire their collection while experiencing each creature in detail.
Requirements
View creatures in detail to appreciate collecting them
Equip artifacts to increase stats and feel more powerful
Track creature progression through skills and abilities
Access stats for strategic decision-making
Browse creature collection easily
Ensure seamless mobile experience with no quality degradation
Research
Studied character screens from multiple gacha-style and RPG games.
Wireframes and flow
Created wireframes to design the layout navigation and flow of the screens.
Iconography
Designed icons for creature abilities, stats and essences.
High Fidelity Prototype
Added high fidelity design details to the screens and prototyped the navigation and flow.
UI Engineering and Prototyping
UI engineering and hooked up the navigation of the screens as well as the data needed for the stats and abilities using visual scripting
Playtesting and Feedback Round 1
Render texture method of displaying creatures did not provide sufficient visual quality
Replaced render texture with stacked camera system to integrate UI with character scene
Playtesting and Feedback Round 2
UI elements were difficult to read in some cases on landscape background
Creatures lacked visual prominence and could get lost in the landscape
Because there are multiple biomes this could kill the immersion jumping to a different landscape for the view.
Moved away from a landscape-type scene for the diorama since teleport between different biomes.
Used a panel-style background instead to create consistent UI visibility and better showcase the creatures.
Final Result
How would I continue to iterate?
I would enhance the scene by bringing in more environmental detail and improving its visual effects. To increase usability and delight factor, I would incorporate more animations and micro-interactions. As the game grows and more information is added, I would ensure the design remains scalable, particularly for stats display. I would also improve user guidance. For example, when new gear is unlocked, players would receive prompts and clear icons showing them where to go to equip their items.