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?

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.

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.

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

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

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.