ICONS COMBAT ARENA GAME UI

Wavedash Games
UI / uX / visual design

A PLATFORM FIGHTER FOR THE STREAMING ERA

Designed to be the most responsive and competitive platform fighting game on Steam, Icons: Combat Arena provided a multiplayer experience, tight controls, intuitive movement, powerful special attacks, and lots of customization, including skins, emotes, holograms, custom player portraits, and more. Icons: Combat Arena aimed for a rich and memorable gaming experience.

ROLE: DESIGN LEAD – CLIENT: WAVEDASH GAMES – DATE: 2017

COMPETITIVE ANALYSIS

Platform Fighter is a sub genre of fighting game best exemplified by the Super Smash Bros. series. Unlike traditional fighting games, platformer fighters provide great maneuverability options and feature mechanically dynamic stages. Because of the genre’s popularity a handful of competor titles flooded the market with the rise and support of independant game developers (indie devs). The more popular Super Smash Bros., Rivals of Aether, and Brawlhalla, were just a handful of game titles that were studied.

DESIGN AND TESTING

From here wireframes, architechture, and visual designs were created. Internal and external testing was conducted weekly to gauge how users interacted with UI elements and wether or not they could find the information they needed to complete specific tasks. 

Main menu

GUI elements

Combat UI

DESIGNING A STORE

From here wireframes, architechture, and visual designs were created. Internal and external testing was conducted weekly to gauge how users interacted with UI elements and wether or not they could find the information they needed to complete specific tasks. 

BRINING THE VISUAL DESIGNS TO LIFE

From a visual perspective one of the hardest things to consider while creating the look and feel of the Icons UI was designing it in a way that was both familiar but set apart visually from it’s competitors. Opting to go with a clean and simple user interface that allowed the characters and the worlds to do the storytelling.

Featured section of the store

Loot box (portal packs) UI

Loot box (portal packs) prototype

Characters

Collectables

Collectables ➝ Charms

WHAT WE LEARNED

Create ways to make it easier to do things in an e-commerce flow. We included equipping items from the store, buying loot boxes in the opening scene without going back to the main store, and short checkout experiences. Give a users more than one way to do an action, to account for different browsing and shopping. Everything should be snappy, from the loot box opening to the checkout flow. Design a visual experience that is familar, different, and intuitive. 

I enjoyed my time creating the UI experience for Icons: Combat Arena. As a team, and as an individual there was growth that happened and I think we injected every bit of that into our day to day. I truly believe we all tried our hardest to bring an experience to users that was robust, exciting, and that people would enjoy.

Privacy Settings
We use cookies to enhance your experience while using our website. If you are using our Services via a browser you can restrict, block or remove cookies through your web browser settings. We also use content and scripts from third parties that may use tracking technologies. You can selectively provide your consent below to allow such third party embeds. For complete information about the cookies we use, data we collect and how we process them, please check our Privacy Policy
Youtube
Consent to display content from Youtube
Vimeo
Consent to display content from Vimeo
Google Maps
Consent to display content from Google