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Hello all, this is Hildor Anduv, the UX Designer on Stellaris. Ive been with the team since December, and have really enjoyed working on such a great game. With my first Dev Diary Im going to be sharing how I have been approaching UX Design on Stellaris.
Disclaimer: We're not quite ready to announce our plans just yet (we're saving that for the big stage, PDXCon), so this is going to be more process oriented without delving into specifics about any new feature. If that's not your thing, you can safely give it a miss, but if you're interested in the nuts and bolts of how games are designed and made, let us lift the curtain a bit.
Whiteboarding: The UX Corner
Whiteboards are a great place for getting your ideas out quickly. When whiteboarding I try to get team members from multiple disciplines and rough out ideas, together. Its a great way to discover gameplay and player needs, as well as find any potential development pitfalls early on.
We wanted to create a permanent space for this, and thus the UX Corner was born. Here we come together and iterate on ideas in real-time as a group. Having the permanent space has helped facilitate conversion and increased cross-discipline communication within the team,.
Wireframing & Prototyping.
From the whiteboard sketches, I then move onto creating more detailed wireframes, the skeletal mockup of a UI design. Keeping your wireframes simple lets you iterate quickly, but more importantly allows you to nail down what content should be displayed, and how best to lay it out visually for the player.
I typically try to nail down one key screen, and from there I build out a User flow of the entire experience.
When Designing the Archeology UI for Ancient Relics, I had some key pillars I wanted to nail.
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