IN DEPTH
IN DEPTH
1
1
Competitor Benchmark on Valorant, Overwatch Call of Duty and Apex
Competitor Benchmark on Valorant, Overwatch Call of Duty and Apex
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
3
3
Accessibility study to make recoil patterns differentiate from one another
Accessibility study to make recoil patterns differentiate from one another
FUNCTIONALITIES
FUNCTIONALITIES
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.
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.
LEVEL DESIGN VS INTERACTION
LEVEL DESIGN VS INTERACTION
DISTANCE BLUEPRINT
DISTANCE BLUEPRINT
Multiple options to adapt. From close shotgun to sniper distance.
Size of panel dependeded on proprotions and shooting ease of use.
Multiple options to adapt. From close shotgun to sniper distance.
Size of panel dependeded on proprotions and shooting ease of use.


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.
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.

EVOLUTION OF LANES
EVOLUTION OF LANES



INSIGHTS
INSIGHTS

Interesting findings 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, grew area of interaction by having a bigger space.
In the tests we also saw the opportunity to add it while in matchmaking to promote its warm up use.
All in all, it was well received and a needed feature.
Interesting findings 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, grew area of interaction by having a bigger space.
In the tests we also saw the opportunity to add it while in matchmaking to promote its warm up use.
All in all, it was well received and a needed feature.