How Might We use the portability of a mobile phone to allow players to have fun on-the-go and keep them engaged through gamification techniques?

Jun 2016 - Dec 2017

There are thousands of first-person/third-person shooting games available on app stores, each with its own unique style. Our goal was to develop a game that could match the level of engagement offered by PC counterparts. As a co-creator of this game, I envisioned and designed the interface, mechanics, and gamification elements.

My Role

  • Competitive Analysis

  • UI Design

  • Icon Design

  • QA Testing

  • Design System

Platform(s)

  • Mobile (Android)

Tool(s)

  • Adobe Photoshop

  • Adobe Illustrator

01. Identifying the Problem

Scenario

Whether sitting together or miles apart, or even when playing alone, people often seek games that offer immersive experiences and evoke a sense of familiarity. Our aim was to create a game that could fulfill these desires for players.

Problem

Many of the existing great games in the market tend to fall into one of several categories: they either adopt a cartoon-ish style, suffer from poor mechanics, or focus primarily on monetization.

Rainbow Six: Vegas 2 PC co-op game screenshot

Screenshot of Tom Clancy’s Rainbow Six: Vegas 2 on PC.

Mini Militia multiplayer Android game screenshot

Screenshot of Mini Militia Android game.

02 Choosing the Right Experience

The inspiration to develop this game stemmed from my fond memories of playing Rainbow Six Vegas 2 with friends. We aimed to create a unique gaming experience that was not widely available at the time. Key elements we focused on included:

  1. Enhanced visibility of surroundings: We strived to provide players with a clear view of their environment, allowing for strategic gameplay and heightened situational awareness.

  2. Minimalistic gameplay UI: Our intention was to design a user interface that was streamlined and unobtrusive, allowing players to focus on the core gameplay without unnecessary distractions.

In addition, we drew inspiration from three specific maps that we frequently played in Rainbow Six Vegas2:

  1. Carnage

  2. Theater

  3. Villa

These maps served as initial references and influenced the design of our own game’s maps. By incorporating elements we loved from Rainbow Six Vegas 2 and creating unique gameplay experiences, we aimed to offer something fresh and engaging to players.

Image showing icon design for three maps and their difficulty levels.

Icons for the three maps and their difficulty levels.

03. Creating Engaging Gamification

Ensuring player engagement and motivation is crucial for maintaining a strong retention rate in games or apps. One effective approach is to incorporate Achievements that players can strive to attain. We have created an extensive list of 60 achievements, a few examples of which are:

  • Minute Man: Finish the Carnage Level in Hard mode within a minute. Reward: 300XP (Single Player mode)

  • I was born with a gun: Complete a level without dying when the game is played for the first time. Reward: 100XP (Single Player mode)

  • Resistance Revolution: Complete all levels in a row without picking up health. Reward: 1250XP (Single Player mode)

  • Secret Service: Kill all enemies in a level without alerting them. Reward: 2000XP (Single Player mode)

  • The Uprising: Kill two players within 10 seconds of the start of the game. Reward: 3000XP (Multiplayer mode)

  • Undead: Remain alive in a match. Reward: 2000XP (Multiplayer mode)

  • Savior: Get killed with a bullet fired at someone else. Reward: 500XP (Multiplayer mode)

These achievements are designed to provide players with various challenges and objectives, encouraging them to explore different aspects of the game and rewarding their accomplishments with experience points (XP).

Image showing icons for specific achievements in-game

All the achievements not related to a specific level in order of amount of XP awarded on achieving (highest to lowest)

As players accumulate XP through their kills, they progress through the ranks, unlocking new weapons and equipment along the way. This system incentivizes players to engage in gameplay, strive for kills, and unlock progressively powerful and unique items as they advance through the ranks.

  • Rank 2: 1250XP ➡️ Unlocks: Taurus Raging Bull (Handgun)

  • Rank 3: 2500XP ➡️ Unlocks: Taurus MT-40 (SMG) & Poison Grenade (Throwable)

  • Rank 4: 5000XP ➡️ Unlocks: PKM (Assault Gun)

  • Rank 5: 10,000XP ➡️ Unlocks: FAMAS F1 (Assault Gun)

  • Rank 6: 15,000XP ➡️ Unlocks: M112 C4 Demolition Pack (Throwable) & Armsel Protecta (SMG)

  • Rank 7: 20,000XP ➡️ Unlocks: Mossberg 590A1 Blackwater (Shotgun) and Heckler & Koch HK417 (Assault Gun)

  • Rank 8: 30,000XP ➡️ Unlocks: Sawed-off Shotgun (Shotgun)

Image showing icon design for earned medals for achievements

Medals for various achievements.

04. Designing a Lasting Experience

To maintain a clutter-free interface, we aimed to minimize the on-screen elements in our game. Additionally, we incorporated various engaging features such as player customization options, level previews, and detailed scoreboards in multiplayer sessions. However, we were mindful of an important factor that often detracts from the gaming experience:

“Advertisements and popups”

Image showing UI design of various in-game screens.
Mission failure screen showing number of kills and XP points earned, along with post-game options

Mission failed screen

Mission successful screen showing number of kills and XP points earned, along with post-game options

Mission success screen

LAN multiplayer lobby with player names and their icons, along with their statuses

LAN/Online Lobby

Respawn screen showing score of each player

Online/LAN deathmatch respawn screen

05. Finishing Up with a Blast on Release

In the final version of the game, we made the decision to remove the Dark Mode feature. Since the game is designed for mobile devices and can be played at any time and in any location, we felt that Dark Mode might not be the most suitable color scheme. Instead, we opted for a UI refresh with vibrant and eye-catching colors.

By prioritizing a seamless and immersive gameplay experience, we sought to create an environment where players can fully engage with the game without distractions or interruptions.

Screenshot of home page of the actual game

Home Screen

Screenshot of Game type selection screen with options to play quick solo game or to play with friends

Game Type Selection Screen

Screenshot of user profile screen from actual game

Profile Screen

Screenshot of weapon selection screen showing a selection of various weapons to select from

Weapon Selection Screen

Screenshot of throwable weapon selection

Throwable Selection Screen

Screenshot of character customization screen

Character Customization Screen

Screenshot of gameplay from Carnage Map

Carnage Map Gameplay Screen

Screenshot of gameplay from Theater map

Theater Map Gameplay Screen

Screenshot from actual gameplay showning Villa Map

Villa Map Gameplay Screen

Statistics

1 mil+

All-time Downloads

70K+

Concurrent Players

20K+

Reviews

4.5/5

Average Rating

06. Saying Goodbyes

After making the decision to shift our priorities from treating the game as a side-hobby to focusing on our professional lives, we ultimately decided to leave the project to its own success. As a result, the game is currently only accessible to players who had installed it back in 2017. So, here’s the cached copy of Google Play Page:

Screenshot of Google Play page of the game

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