WASTED EARTH

WASTED EARTH

WASTED EARTH

Team
Sheridan College Design Team
My Role
UI UX Designer and Project Manager
Tools
Unity, Figma, and Asprite
Date
Sept 2024 - April 2025
Team
Sheridan College Design Team
My Role
UI UX Designer and Project Manager
Tools
Unity, Figma, and Asprite
Date
Sept 2024 - April 2025
Team
Sheridan College Design Team
My Role
UI UX Designer and Project Manager
Tools
Unity, Figma, and Asprite
Date
Sept 2024 - April 2025
Team
Sheridan College Design Team
My Role
UI UX Designer and Project Manager
Tools
Unity, Figma, and Asprite
Date
Sept 2024 - April 2025
KEY POINTS
Developed and tested the mobile UI in Figma, using proper prototyping and brainstorming to fully develop ideas. Adapted effectively when the scope of the UI was modified.
Implemented mobile UI in Unity, including art for buttons, sliders, and other UI features. Ensured UI fit with existing game art to preserve the feel of the game.
Confidently ensured the timely completion of deliverables as Project Manager. Devised strategies to overcome development issues and build team synergy.
KEY POINTS
Developed and tested the mobile UI in Figma, using proper prototyping and brainstorming to fully develop ideas. Adapted effectively when the scope of the UI was modified.
Implemented mobile UI in Unity, including art for buttons, sliders, and other UI features. Ensured UI fit with existing game art to preserve the feel of the game.
Confidently ensured the timely completion of deliverables as Project Manager. Devised strategies to overcome development issues and build team synergy.
KEY POINTS
Developed and tested the mobile UI in Figma, using proper prototyping and brainstorming to fully develop ideas. Adapted effectively when the scope of the UI was modified.
Implemented mobile UI in Unity, including art for buttons, sliders, and other UI features. Ensured UI fit with existing game art to preserve the feel of the game.
Confidently ensured the timely completion of deliverables as Project Manager. Devised strategies to overcome development issues and build team synergy.
OVERVIEW
Created as an 8-month-long school project, Wasted Earth is a mobile shoot-em-up in the vein of retro arcade games. Play as a tiny ship facing an onslaught of bullets. With each near-miss, charge up your grit meter and counter-attack with bombs and bullets.
OVERVIEW
Created as an 8-month-long school project, Wasted Earth is a mobile shoot-em-up in the vein of retro arcade games. Play as a tiny ship facing an onslaught of bullets. With each near-miss, charge up your grit meter and counter-attack with bombs and bullets.
OVERVIEW
Created as an 8-month-long school project, Wasted Earth is a mobile shoot-em-up in the vein of retro arcade games. Play as a tiny ship facing an onslaught of bullets. With each near-miss, charge up your grit meter and counter-attack with bombs and bullets.









DESIGN PROCESS

Because of the mobile format, the UI and level design needed to be closely interlinked. We started developing both at the same time to ensure they worked together.

I built many different rapid Figma prototypes, and let the team test them out on a mobile device to get a sense of how their hands interacted with the design.

As our needs evolved, so did our design.

When designing each interface element, I thought carefully about the function of the button and the style of the overall game to come up with something that married the two.

Though ultimately some UI elements needed to be cut for scope, the final result still maintained its functionality and style well.
Take a look at the evolution of my UI design from the beginning to the end of the project.
Take a look at the evolution of my UI design from the beginning to the end of the project.

Because of the mobile format, the UI and level design needed to be closely interlinked. We started developing both at the same time to ensure they worked together.


I built many different rapid Figma prototypes, and let the team test them out on a mobile device to get a sense of how their hands interacted with the design.

As our needs evolved, so did my design. It was important for me to consider what the player was going to be looking at while playing, and to place certain UI elements (such as the dark green life icons) in clear view.

When designing each interface element, I thought carefully about the function of the button and the style of the overall game to come up with something that married the two.

Though ultimately some UI elements needed to be cut for scope, the final result still maintained its functionality and style well.
LEARNINGS
As a first-time project manager, I had a lot to learn for this project! I learned a lot about software like Jira to manage the project and developed my technical writing skills.
As the project went on, I had to be adaptive and proactive in order to ensure deadlines were met. I implemented standups and organized scrums for my team, and kept an eye on our progress. Though we ultimately had to make several significant cuts, the project was an excellent way to develop a deep understanding of team dynamics in general.