SUMMARY

SUMMARY

SUMMARY

SCOPE

SCOPE

SCOPE

Designed a practice range gameplay feature to help players train aim, recoil control, and damage knowledge.

Designed a practice range gameplay feature to help players train aim, recoil control, and damage knowledge.

Designed a practice range gameplay feature to help players train aim, recoil control, and damage knowledge.

PROBLEM

PROBLEM

PROBLEM

Players tuning weapons and recoil inside matches or unstable modes, inefficient and frustrating.

Players tuning weapons and recoil inside matches or unstable modes, inefficient and frustrating.

Players tuning weapons and recoil inside matches or unstable modes, inefficient and frustrating.

DESCRIPTION

DESCRIPTION

DESCRIPTION

Lane-based training (aim + damage) with adjustable distance/targets and quick reset, plus accessibility-aware visual design for recoil pattern differentiation.

Lane-based training (aim + damage) with adjustable distance/targets and quick reset, plus accessibility-aware visual design for recoil pattern differentiation.

Lane-based training (aim + damage) with adjustable distance/targets and quick reset, plus accessibility-aware visual design for recoil pattern differentiation.

BACKGROUND

BACKGROUND

BACKGROUND

Players didn’t have a dedicated place to practice aiming, understand damage results, or compare attachment effects.

Players didn’t have a dedicated place to practice aiming, understand damage results, or compare attachment effects.

Players didn’t have a dedicated place to practice aiming, understand damage results, or compare attachment effects.

GOAL

GOAL

GOAL

Build confidence and consistency by practicing aim, recoil, and damage with clear feedback and repeatable setups.

Build confidence and consistency by practicing aim, recoil, and damage with clear feedback and repeatable setups.

Build confidence and consistency by practicing aim, recoil, and damage with clear feedback and repeatable setups.

TOOLS

TOOLS

TOOLS

Figma, 3D Engine, Accessibility analysis, blueprints, 3D wireframes, and functionality prioritization.

Figma, 3D Engine, Accessibility analysis, blueprints, 3D wireframes, and functionality prioritization.

Figma, 3D Engine, Accessibility analysis, 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 to focus on movement

AIMING LANE to focus on movement

AIMING LANE to focus on movement

  • 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 LANEto focus on faster eliminations

DAMAGE LANEto focus on faster eliminations

DAMAGE LANEto focus on faster eliminations

  • 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? Depends; multiple options to adapt. From close shotgun to sniper distance.

  • How much interval did we need between one meter mark to the other? It depended on bullet spreads by weapons.

  • Size of panel? Depended on proprotions and shooting ease of use.

  • Expressing the current distance if players moved around based on a person or 0 meter line? Person felt more natural.

Questions solved:

  • What was the right distance to practice aim on? Depends; multiple options to adapt. From close shotgun to sniper distance.

  • How much interval did we need between one meter mark to the other? It depended on bullet spreads by weapons.

  • Size of panel? Depended on proprotions and shooting ease of use.

  • Expressing the current distance if players moved around based on a person or 0 meter line? Person felt more natural.

Questions solved:

  • What was the right distance to practice aim on? Depends; multiple options to adapt. From close shotgun to sniper distance.

  • How much interval did we need between one meter mark to the other? It depended on bullet spreads by weapons.

  • Size of panel? Depended on proprotions and shooting ease of use.

  • Expressing the current distance if players moved around based on a person or 0 meter line? Person felt more natural.

Wireframe of shooting range level distribution with wall and panel's bulleye
Wireframe of shooting range level distribution with wall and panel's bulleye

PROPORTIONS

PROPORTIONS

PROPORTIONS

1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil. Good ones depended on tech restraints.

1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil. Good ones depended on tech restraints.

1st Diegetic Panel in-game, adapting proportions from wall to diegetic panel was key to mirror bullet patterns of recoil. Good ones depended on tech restraints.

Image of shooting range proportion from wall to diegetic panel
Image of shooting range proportion from wall to diegetic panel

ACCESSIBILITY STUDY

ACCESSIBILITY STUDY

ACCESSIBILITY STUDY

We went for this palette cause it showed higher contrast compared to others.

We went for this palette cause it showed higher contrast compared to others.

We went for this palette cause it showed higher contrast compared to others.

Bulleye wireframe showcasing color palette with different color blindness examples
Bulleye wireframe showcasing color palette with different color blindness examples

EVOLUTION OF LANES

EVOLUTION OF LANES

EVOLUTION OF LANES

Image of Diegetic panel evolution with siluette on shooting lane
Image of Diegetic panel evolution with siluette on shooting lane
Image of Diegetic panel evolution with Bullseye on shooting lane
Image of Diegetic panel evolution with Bullseye on shooting lane
Image of Diegetic panel evolution with dummy on damage lane
Image of Diegetic panel evolution with dummy on damage lane

INSIGHTS

INSIGHTS

INSIGHTS

Image of shooting range panel, last version
Image of shooting range panel, last version
Image of shooting range panel, last version

Interesting findings we came across when testing and releasing:

  • Mismatch between shooting wall and mirror screen.

  • 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, grow area of interaction by having a bigger space.

  • 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 well received and a needed feature for our game.

Interesting findings we came across when testing and releasing:

  • Mismatch between shooting wall and mirror screen.

  • 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, grow area of interaction by having a bigger space.

  • 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 well received and a needed feature for our game.

Interesting findings we came across when testing and releasing:

  • Mismatch between shooting wall and mirror screen.

  • 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, grow area of interaction by having a bigger space.

  • 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 well received and a needed feature for our game.