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.


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.


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.


EVOLUTION OF LANES
EVOLUTION OF LANES
EVOLUTION OF LANES






INSIGHTS
INSIGHTS
INSIGHTS



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.