Chosen Fate

ChosenFate™

Client

VeryAble

My Role

Co-Founder, Recruiter/Product Manager, Lead UXUI Designer

Platform

Desktop, Tablet, Mobile

The Project/Product

ChosenFate™ is a team-based platform fighter game.

I co-founded ChosenFate, a start-up game studio, with three friends and colleagues from RIT. Together, we collaborated remotely and in hybrid settings to create the brand, art, design, and development of our game.

ChosenFate is a split-screen, cross-platform multiplayer game centered around capture the flag. It offers players the ability to fully customize their characters by choosing from a variety of weapons, armor, fighting styles, and special techniques. Players battle online or locally, working together to secure the enemy’s flag and defeat their opponents. As they progress, they unlock new gear, expanding their customization options and adapting their strategies with multiple load-outs. With additional game mechanics, levels, and content, ChosenFate continuously challenges players to master new aspects as they lead their team to victory.

In-Depth Research

In developing ChosenFate, our team conducted extensive research to ensure that every aspect of the game resonated with players and stood out in the competitive gaming market. From understanding player preferences to analyzing market trends, we applied a variety of UX tools and techniques to create a game that is both original and enjoyable.

1

User Research: We utilized UX tools and techniques to deeply analyze various aspects of the game, including the game mode and art style. By conducting thorough user research, we were able to create a unique gaming experience that is not only original but also highly enjoyable for players.

2

Market Analysis: We conducted a comprehensive market analysis to evaluate existing art styles and games. This allowed us to identify trends, gaps, and opportunities in the market, guiding our design and development choices to create a game that stands out while appealing to our target audience.

3

Persona Development: To refine our understanding of our target players, we ran community playtests through Discord. These sessions were crucial in developing detailed personas, helping us tailor the game's features, mechanics, and aesthetics to better meet the needs and preferences of our players.

4

User Testing: We held live playtests at the Imagine RIT annual event, providing us with valuable feedback from a diverse group of players. These sessions allowed us to observe real-time interactions with the game, identify areas for improvement, and iterate on the design to enhance the overall player experience.

2.5D Art style + Unity3D Engine Development.

For ChosenFate, we embraced a 2.5D art style, combining the depth and detail of 3D models with the simplicity and charm of 2D visuals. This approach allowed us to create a visually striking game that remains accessible to a wide audience.

The development of the game was powered by the Unity3D engine, which provided us with the flexibility and tools necessary to bring our creative vision to life. Unity's robust capabilities enabled us to seamlessly integrate our 2.5D art style with dynamic gameplay mechanics, ensuring a smooth and engaging experience for players across all platforms.

Antwan Russell:
Nick Barlow:
Clarence Alexander:
Trinh Le:
Somara Atkinson:

Team

Our team at ChosenFate brought together a diverse set of skills and expertise, each member playing a crucial role in the game's development:

Antwan Russell: Co-Founder, Recruiter/Project Manager, Lead UXUI
Nick Barlow: Co-Founder, Lead Developer
Clarence Alexander: Co-Founder, Lead Character, Attachments, and VFX Artist, Art Director
Trinh Le: Co-Founder, Lead Environment Artist + Character Artist
Somara Atkinson: Contract Assistant Developer

Antwan Russell:

Co-Founder, Recruiter/Project Manager, Lead UX/UI Designer. Antwan led the design and user experience aspects of ChosenFate, ensuring that the game was both visually appealing and user-friendly.

As the project manager, he also coordinated the team's efforts and facilitated recruitment to support our goals.

Nick Barlow:

Co-Founder, Lead Developer. Nick was the driving force behind the technical development of the game, overseeing the implementation of core features and ensuring seamless integration of our 2.5D art style with the Unity3D engine.

Clarence Alexander:

Co-Founder, Lead Character, Attachments, and VFX Artist, Art Director. Clarence's role encompassed the creation of characters, attachments, and visual effects, along with leading the overall art direction of the game. His expertise brought depth and visual impact to the game world.

Trinh Le:

Co-Founder, Lead Environment Artist + Character Artist. Trinh focused on designing and crafting immersive environments and detailed character art, contributing significantly to the game's aesthetic and setting.

Somara Atkinson:

Contract Assistant Developer. Somara supported the development process by assisting with coding tasks and contributing to the implementation of various game features, ensuring the smooth progress of our development milestones.

80% of participants responded in the affirmative.

Final Main Menu Designs

For ChosenFate, I spearheaded the design of the final main menu and user interface elements, creating a cohesive and intuitive experience. The customization screens allow players to personalize their characters with ease, while the lobby menu provides a seamless transition into gameplay.
The custom match interface offers straightforward options for setting up and joining games, ensuring a user-friendly experience.

In-game UI elements are designed to be both functional and aesthetically aligned with the game's 2.5D art style, enhancing player immersion and gameplay efficiency. The design approach was to ensure that each screen not only meets functional requirements but also contributes to the overall enjoyment of the game.

HMW connect people to the right resources
HMW engage informative conversations about the environment
HMW bridges the gap between consciousness and practical, everyday action
HMW people come to agreements
HMW strengthen people connection to their environment

UXUI Process Work

Character & Weapon Artwork

Comprehensive Design Process

Information Architecture

The foundation of our design process for ChosenFate began with a thorough exploration of information architecture. We meticulously mapped out the structure and flow of the game to ensure a logical and intuitive navigation experience. This involved defining the key components, such as the main menu, customization options, and gameplay modes, and how they interconnect. By organizing information effectively, we created a framework that supports seamless user interactions and enhances the overall game experience, ensuring players can easily find and access the features they need.

Wireframing and Prototyping

Next, we moved on to wireframing and prototyping, where we translated our information architecture into tangible visual representations. Wireframes served as the blueprint for the game’s interface, focusing on layout and functionality without the distraction of detailed design elements. We then developed interactive prototypes to test and validate our ideas, allowing us to refine user flows and gather feedback. This iterative process was crucial in identifying potential issues early and ensuring that the final design met our usability and gameplay goals.

User Interface Design

With wireframes and prototypes in place, we embarked on the user interface (UI) design phase. Our goal was to create a visually compelling interface that aligns with ChosenFate’s 2.5D art style while enhancing usability. We designed elements such as buttons, menus, and icons to be both aesthetically pleasing and functional. Attention was given to consistency in design patterns and visual hierarchy, ensuring that players can easily navigate the game and understand their options. The UI design aimed to blend seamlessly with the game's overall look and feel, creating an engaging and immersive user experience.

Accessibility and Inclusivity

Ensuring accessibility and inclusivity was a critical aspect of our design process. We implemented features that accommodate a wide range of player needs and preferences, such as adjustable font sizes, colorblind modes, and customizable controls. Our aim was to make ChosenFate accessible to players of all abilities, providing an enjoyable experience for everyone. By incorporating feedback from diverse user groups and adhering to best practices in accessibility, we worked to create a game that is welcoming and inclusive, reflecting our commitment to a broad and diverse gaming community.

Sound Design Process

Map Development process

The map development process for ChosenFate followed a structured approach to ensure the creation of immersive and engaging game environments. It began with team discussions to align on the vision and objectives for the maps, setting the stage for creative exploration. We then created mood boards to capture the desired aesthetic and thematic elements, guiding the visual direction.

Detailed sketches were developed to map out the layout and key features of each environment, followed by rounds of feedback to refine and improve the designs. Once the sketches were finalized, we proceeded with vectoring, translating them into precise digital assets. The implementation phase involved integrating these assets into the game engine, ensuring functionality and visual fidelity.

Finally, we conducted revamps based on additional playtesting and feedback to fine-tune the maps and enhance the overall player experience, resulting in vibrant and well-crafted game worlds.

Before

After

Map Process Works

Launch Strategy

Our launch strategy for ChosenFate focused on maximizing local engagement and play, even though the game was not officially published. We utilized a unique approach by offering the game for download via Google Drive, making it accessible to players interested in local multiplayer experiences.

To generate excitement, we highlighted the game’s local play features, such as couch play and event-based sessions, and organized local gaming events where players could try ChosenFate firsthand. Although the game was not officially released, our strategy aimed to create a vibrant and engaged player base through accessible and community-driven interactions.

Post-Launch Strategy

Following the launch of ChosenFate, we implemented a targeted post-launch strategy to maintain player interest and expand our community. We created business cards featuring a URL and QR code for easy access to download the game from Google Drive. These cards were distributed at local gaming events and gatherings, facilitating direct engagement with potential players.

Additionally, the business cards included an invitation to join the game's Discord community, fostering a space for players to connect, share their experiences, and provide feedback. This approach not only promoted continued play but also helped build a vibrant and interactive community around ChosenFate.

Conclusion

In summary, the development and launch of ChosenFate exemplify a comprehensive and strategic approach to game design and community building. From the initial research and design phases to the execution of a focused launch strategy, every step was carefully crafted to deliver an engaging and immersive experience.

Despite not being officially published, ChosenFate has been made accessible through innovative means, and our efforts to promote local play and build a dedicated community have set a strong foundation for ongoing engagement. By leveraging targeted marketing, community events, and strategic post-launch initiatives, we have ensured that ChosenFate continues to resonate with players and foster a dynamic and supportive gaming community.