SHOOTING RANGE
SHOOTING RANGE
SUMMARY
SUMMARY
SUMMARY
SCOPE
SCOPE
SCOPE
Creating a tool to help players tune their aim and prepare for matches.
Creating a tool to help players tune their aim and prepare for matches.
Creating a tool to help players tune their aim and prepare for matches.
PROBLEM
PROBLEM
PROBLEM
They were balancing their weapons during matches or in game modes with moving targets making it uncofortable.
They were balancing their weapons during matches or in game modes with moving targets making it uncofortable.
They were balancing their weapons during matches or in game modes with moving targets making it uncofortable.
DESCRIPTION
DESCRIPTION
DESCRIPTION
Help average players practice and improve their aiming skills. There were other functionalities for each lane proposed for future iterations.
Help average players practice and improve their aiming skills. There were other functionalities for each lane proposed for future iterations.
Help average players practice and improve their aiming skills. There were other functionalities for each lane proposed for future iterations.
BACKGROUND
BACKGROUND
BACKGROUND
Players didn’t have a place to practice aiming before ranked, learn the damaging effect of their shots, or see the effects of their accessories.
Players didn’t have a place to practice aiming before ranked, learn the damaging effect of their shots, or see the effects of their accessories.
Players didn’t have a place to practice aiming before ranked, learn the damaging effect of their shots, or see the effects of their accessories.
GOAL
GOAL
GOAL
Help players to discover their weapons and improve their aiming skills by practicing aim, damage and recoil.
Help players to discover their weapons and improve their aiming skills by practicing aim, damage and recoil.
Help players to discover their weapons and improve their aiming skills by practicing aim, damage and recoil.
TOOLS
TOOLS
TOOLS
Figma, Miro, Ubisoft’s 3D Engine, Jira, Accessibility analysis, shooting range blueprints, level blueprints, 3D wireframes, and functionality prioritization.
Figma, Miro, Ubisoft’s 3D Engine, Jira, Accessibility analysis, shooting range blueprints, level blueprints, 3D wireframes, and functionality prioritization.
Figma, Miro, Ubisoft’s 3D Engine, Jira, Accessibility analysis, shooting range blueprints, level blueprints, 3D wireframes, and functionality prioritization.
OVERVIEW
OVERVIEW
OVERVIEW
RESEARCH
RESEARCH
RESEARCH
1
1
1
Competitor Benchmark on Valorant, Overwatch Call of Duty and Apex
Competitor Benchmark on Valorant, Overwatch Call of Duty and Apex
Competitor Benchmark on Valorant, Overwatch Call of Duty and Apex
2
2
2
Problem statement (In summary) definition based on pain points from our players
Problem statement (In summary) definition based on pain points from our players
Problem statement (In summary) definition based on pain points from our players
3
3
3
Accessibility study to make recoil patterns differentiate from one another
Accessibility study to make recoil patterns differentiate from one another
Accessibility study to make recoil patterns differentiate from one another
FUNCTIONALITY DEFINITION
FUNCTIONALITY DEFINITION
FUNCTIONALITY DEFINITION
AIMING LANE
AIMING LANE
AIMING LANE
Differentiate recoil patterns.
Practice shot accuracy.
Choose distance of target.
Choose bullseye or silhouette.
Reset option.
Differentiate recoil patterns.
Practice shot accuracy.
Choose distance of target.
Choose bullseye or silhouette.
Reset option.
Differentiate recoil patterns.
Practice shot accuracy.
Choose distance of target.
Choose bullseye or silhouette.
Reset option.
DAMAGE LANE
DAMAGE LANE
DAMAGE LANE
Understand damage dealt.
Practice body shot accuracy.
Choose the distance of the target.
Choose a dummy stance.
Reset option.
Understand damage dealt.
Practice body shot accuracy.
Choose the distance of the target.
Choose a dummy stance.
Reset option.
Understand damage dealt.
Practice body shot accuracy.
Choose the distance of the target.
Choose a dummy stance.
Reset option.
LEVEL DESIGN VS INTERACTION
LEVEL DESIGN VS INTERACTION
LEVEL DESIGN VS INTERACTION
DISTANCE BLUEPRINT
DISTANCE BLUEPRINT
DISTANCE BLUEPRINT
Questions solved:
What was the right distance to practice aim on?
How much interval did we need between one meter mark to the other?
Size of panel?
Expressing current distance if players moved around based on person or 0 meter line?
Questions solved:
What was the right distance to practice aim on?
How much interval did we need between one meter mark to the other?
Size of panel?
Expressing current distance if players moved around based on person or 0 meter line?
Questions solved:
What was the right distance to practice aim on?
How much interval did we need between one meter mark to the other?
Size of panel?
Expressing current distance if players moved around based on person or 0 meter line?


PROPORTIONS
PROPORTIONS
PROPORTIONS
1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil.
1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil.
1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil.


ACCESSIBILITY STUDY
ACCESSIBILITY STUDY
ACCESSIBILITY STUDY


EVOLUTION OF LANES
EVOLUTION OF LANES
EVOLUTION OF LANES






INSIGHTS
INSIGHTS
INSIGHTS


Interesting findings we came across when testing and releasing:
Mismatch between the shooting wall and the panel on the mirror screen.
It was hard to remember weapons and recoil patterns altogether, which made us see the need for shooting records.
Changing loadouts is something tedious which also created a need to look into creating a shortcut for accessories..
The interaction areas were too small, which made us adapt the area of interaction by having a bigger space in future iterations.
In the tests we also saw the need of adding a new feature while matchmaking to promote its warm up use.
All in all, it was a very well received and needed feature for our game.
Interesting findings we came across when testing and releasing:
Mismatch between the shooting wall and the panel on the mirror screen.
It was hard to remember weapons and recoil patterns altogether, which made us see the need for shooting records.
Changing loadouts is something tedious which also created a need to look into creating a shortcut for accessories..
The interaction areas were too small, which made us adapt the area of interaction by having a bigger space in future iterations.
In the tests we also saw the need of adding a new feature while matchmaking to promote its warm up use.
All in all, it was a very well received and needed feature for our game.
Interesting findings we came across when testing and releasing:
Mismatch between the shooting wall and the panel on the mirror screen.
It was hard to remember weapons and recoil patterns altogether, which made us see the need for shooting records.
Changing loadouts is something tedious which also created a need to look into creating a shortcut for accessories..
The interaction areas were too small, which made us adapt the area of interaction by having a bigger space in future iterations.
In the tests we also saw the need of adding a new feature while matchmaking to promote its warm up use.
All in all, it was a very well received and needed feature for our game.