Tag: GamePrototype

  • Optimizing UNO

    Introduction

    UNO is one of the most iconic card games ever made, simple, colorful, and endlessly replay able. But during one of my client projects, I faced an interesting challenge:

    “Can you make UNO faster, simpler, and still fun, all within 10 minutes?”

    At first, that sounded impossible. The standard UNO game lasts around 25–35 minutes, depending on player count and luck. My task was to redesign the core system while keeping the familiar fun, tension, and laughter that make UNO timeless.

    This is the story of how I used:

    • Design Thinking
    • Creative Solution

    To optimize UNO for a faster, modern play experience.


    Step 1: Defining the Design Constraints

    The client’s requirements were clear:

    • Maximum 4 players
    • Game duration under 10 minutes
    • Simplified gameplay
    • Faster pacing without losing fun
    • Avoid IP infringement

    I treated this like a product optimization task, not a redesign from scratch, but a careful rebalancing of mechanics, components, and probabilities.


    Step 2: Analyzing the Original UNO System

    In standard UNO, the deck has 108 cards divided across four colors (red, yellow, green, blue).

    Each color contains:

    • Number cards (0–9)
    • Special cards: Reverse, Skip, Draw Two
    • Plus Wild and Wild Draw Four cards

    This structure gives UNO depth, but also creates drag:

    • Players often draw too many cards
    • Turns take longer
    • Pacing fluctuates heavily depending on luck

    Average match time: 25–35 minutes


    Step 3: Identifying Bottlenecks in Play Speed

    From observation and playtesting, these were the main pacing issues:

    1. Too many colors → lower probability of matching color (25% per color).
    2. High card count → more time for setup and hand management.
    3. Wild Draw Four → frequent stalling moments where players wait and reset.
    4. Frequent color switches → break player momentum.

    The goal became clear: increase matching probability and reduce gameplay interruptions.


    Step 4: Designing the Optimized UNO Deck

    To achieve faster flow, I created a simplified two color system (Red and Blue). This alone doubled the color match probability from 25% → 50%, ensuring fewer forced draws and more active discards.

    Then I adjusted the deck composition for simplicity and pacing:

    Newly optimized deck and redesigned card layout:


    Step 5: Introducing a New Mechanic

    The key innovation was a new card mechanic that speeds up discarding.

    Discard 2 cards:

    • A player may discard 1x Discard 2 + 2 additional cards of the same color in one turn (total 3 cards).
    • Or discard the Discard 2 card alone, as usual, to continue the turn

    This mechanic rewards strategic hand management and introduces a light combo system, enabling burst turns that cut down playtime dramatically.


    Step 6: Testing and Results

    I tested the optimized version with two groups of four players, all experienced in standard UNO. Each player received six cards.

    Players described the new UNO as:

    • “Feels like a new game, but still UNO.”
    • “Fast, competitive, and addictive.”
    • “We played for an hour without realizing it, it was that fun!”

    When the digital version of this game was published, the client used a different name to avoid IP infringement.


    Step 7: Reflection and Learnings

    Through this experiment, I learned that speed optimization in game design isn’t just about removing elements, it’s about adjusting probabilities, reducing friction, and amplifying momentum.

    By simplifying color diversity and adding controlled combo mechanics, I created a version of UNO that:

    • Encourages continuous engagement
    • Reduces waiting time
    • Increases laughter and replay value

    This project also reinforced a key design principle I often apply in digital games:

    Fun = flow × frequency of meaningful actions

    When players are in flow, with frequent, rewarding turns, time disappears.


    Conclusion

    Optimizing UNO was more than a card experiment, it was a case study in balancing simplicity and excitement. By reducing friction and rethinking card logic, I turned a 30 minute experience into a 5 minute, fast paced social challenge, perfect for quick sessions or casual breaks.

    This approach can apply to any product or game:

    Simplify the core loop, remove blockers, and maximize player engagement per minute.

  • Designing Games from a UI/UX Perspective

    Most game designers begin their projects with scribbled notes in sketchbooks, loose ideas on sticky notes, or detailed concepts written in Word documents. This approach can be effective for capturing raw ideas, but it often leaves critical gameplay elements undefined. What if you began instead by designing the user interface and user experience ?

    Starting your game project from a UI/UX perspective doesn’t mean skipping creative ideation. It means anchoring those ideas in visual structure and interaction early on. This approach helps you visualize how your game will look and feel, test assumptions, discover hidden features, and define platform specific behavior before writing a single line of code.

    In this guide, we’ll walk through the benefits of starting with UI/UX, outline a detailed process, provide examples from real world projects, and recommend tools to help you bring your vision to life.

    Author’s Note: This article is written for game designers of all levels. Whether you’re an indie dev, a student, or a team lead at a studio, starting from UI/UX can enhance your design thinking and production pipeline. Try it on your next prototype and watch your ideas take form faster than ever.


    Why Start with UI/UX ?

    1. Visual Clarity Early On

    Creating UI/UX wireframes gives you an immediate visual anchor. You can understand screen layout, information hierarchy, and user flow at a glance. This helps clarify gameplay concepts and surface challenges that aren’t obvious in text.

    2. Platform and Control Compatibility

    Designing with UI/UX first forces you to consider your target platform. Is the game mobile first ? Will players use a touchscreen, mouse, or controller ? Sketching your interface helps determine what feels natural, what fits the screen size, and how much information the player can process at once.

    3. Gameplay Discovery and Iteration

    When you design how players interact with the game, you often discover mechanics you hadn’t thought of. For example, when designing an inventory UI, you might decide to add item crafting simply because the interface suggests the possibility. UI mockups help explore these possibilities faster than prose or code.

    4. Team Communication and Rapid Feedback

    A visual mockup is easier for your team to interpret than a written description. Developers, artists, and producers can align around the same vision faster, leading to quicker iteration and fewer misunderstandings.

    5. Smooth Transition to Documentation and Prototyping

    Once you have a complete UI/UX flow, translating that into a formal Game Design Document (GDD) becomes much easier. The mockups serve as both a visual prototype and a roadmap.


    The UI/UX-First Design Process

    Step 1: Sketch Core Screens

    Start with the essential screens:

    • Main menu
    • Gameplay interface
    • Pause screen
    • Game over screen
    • Settings or upgrade menus

    You can do this on paper, whiteboards, or using wireframing tools. Focus on layout, not aesthetics.

    Step 2: Define Player Interactions

    Ask: What can the player do on each screen ? Are they swiping, tapping, clicking, dragging ? What feedback do they receive ? Mapping these interactions helps you define the gameplay loop and detect missing elements.

    Step 3: Build Flow Diagrams

    Create a navigation map showing how players move between screens. This highlights UX flow and reveals potential issues, like dead ends or confusing loops. Tools like Whimsical, Miro, or Figma’s flowchart tools work well here.

    Step 4: Simulate Gameplay Mechanics

    Use your wireframes to simulate core gameplay actions. How does the player start a level ? What happens when they win or lose ? Sketch mini scenarios to understand the players journey. You’ll often spot logic holes or moments where the player needs more feedback.

    Step 5: Iterate with Feedback

    Test your UI sketches with teammates or play testers. Even without a working prototype, you can use static wireframes or clickable prototypes to gather feedback. Note what’s confusing, what needs explanation, or what can be streamlined.

    Step 6: Layer in Game Feel and Visual Hints

    Once structure is solid, start thinking about how the interface supports your game tone and feel. Does the layout communicate a frantic pace (like in a roguelike) or a thoughtful, strategic rhythm (like in a city builder) ? Add mood notes, animations, and visual references.


    Case Studies and Examples

    Example 1: Mobile Endless Runner

    A small team began by wireframing their core gameplay screen. They quickly realized that placing the jump and slide buttons on the same side of the screen made one handed play difficult. This insight led to a major control redesign that made the game more accessible.

    Example 2: Strategy Game for PC

    While mocking up the heads up display (HUD), the team realized that the minimap and unit panel competed for the same screen space. This early catch avoided a UI collision that could have caused major rework during development.

    Example 3: Educational Puzzle Game

    By building UI flows first, designers found a natural opportunity to insert learning prompts between levels. These weren’t part of the original concept but became a key feature that improved engagement.


    Recommended Tools

    You don’t need a massive toolset to get started. Here are a few accessible options:

    • Figma / Adobe XD – Industry standards for UI design, with collaborative and prototyping features.
    • Whimsical / Miro – Great for mapping UX flows and feature diagrams.
    • Pen & Paper – Still incredibly fast and effective for early ideation.
    • Unity UI Builder / Unreal UMG – In engine UI tools to connect layout with actual gameplay early.
    • Trello / Notion – Organize your interface ideas, game flow, and screen references.

    Transitioning to a Game Design Document (GDD)

    Once your UI/UX sketches and flow diagrams are in place, turning them into a structured GDD becomes a smoother process. Use your mockups to:

    • Define each game screen and interaction
    • Outline core loops and reward structures
    • Identify asset needs (buttons, icons, screens)
    • Detail how players receive feedback and progress

    In other words, your UI/UX becomes a living backbone for your GDD, not a separate or afterthought element.


    Real World Example

    References

    When I worked on the design for Gunner Fury, I started with the UI/UX. I looked for references that matched my idea. Several games could be used for inspiration, and I chose a submarine simulation game called Cold Waters. I took some screenshots that suited the main interface camera.

     Camera Navigation

    The main camera in the game can move freely, following mouse input. I needed information that clearly indicated both the camera direction and the heading of the warship I was controlling or observing. To improve situational awareness, I decided to add a compass marker at the top of the screen, along with key supporting information.

    Weapon and Sensor Interface

    The warship I designed is equipped with modern weapon systems and advanced sensors. To ensure the design accurately represents the technological capabilities and the timeline of the game, I needed a visual style that communicates both sophistication and realism. I researched and referenced modern warships that align with the game setting and era, using them as a foundation to shape the look and feel of the vessel in a way that supports immersion and believability in the gameplay experience.

    Weapon Camera

    The warship’s primary weapon systems, particularly the main cannon, are designed to be manually controlled by the player. To enhance this mechanic, I developed a dedicated gun camera interface inspired by real world modern naval vessels. I studied how targeting systems work on actual warships, focusing on elements such as camera tracking, crosshair behavior, and real time feedback for aiming and firing. These references helped me design an interface that feels authentic yet intuitive for players. By integrating this system into the game, I aimed to create a more immersive and engaging combat experience one that gives players a sense of control and precision during naval engagements. This manual targeting feature not only adds tactical depth but also reinforces the modern and realistic tone of the game.

    Ship Coordination and Navigation

    The game is designed to allow players to control multiple ships simultaneously, making fleet management a core gameplay mechanic. To support this, I needed to create an interface layout that effectively communicates several layers of critical information in real time. These include:

    • The exact location and status of each player controlled ship
    • The position of allied or friendly ships
    • The whereabouts of neutral or civilian vessels
    • The movement and threat level of enemy ships
    • A dynamic navigation map to support situational awareness and route planning

    Given the complexity of naval engagements and the need for tactical decision making, it was essential to consolidate all of this data into a single, streamlined interface. I approached the layout design with a focus on clarity, responsiveness, and precision. Each icon, marker, and visual indicator was carefully placed and scaled to avoid clutter while still maintaining immediate readability.

    The interface functions as a command and control center, allowing players to quickly assess the overall battlefield situation, switch between units, and issue strategic commands without losing track of key information. The visual hierarchy and color coding help distinguish between different types of vessels and their threat levels, ensuring the player always knows what’s happening and where.

    This design supports real time fleet coordination and enhances the players ability to respond to evolving combat scenarios, making it a vital component of the gameplay experience.

    Naval Base

    Equally important, I also needed to design an interface for managing the players warships outside of combat. This interface serves as the central hub for all fleet management activities, providing access to key features such as:

    • Repairing damaged ships
    • Upgrading weapon systems, sensors, and hull components
    • Assembling or customizing new warships
    • Selling or decommissioning unused ships
    • And other related maintenance and strategic planning functions

    The goal of this interface is to give players full control over their naval assets in a clear and engaging way. I designed it to feel like a command dock or shipyard control room, where players can review detailed ship stats, apply upgrades, manage resources, and make strategic decisions about their fleet’s development.

    The layout emphasizes usability and information hierarchy. Each ship is represented with visual thumbnails and status indicators, while deeper customization options are available through expandable panels or dedicated screens. Tooltips, visual cues, and confirmation prompts help guide the player through more complex actions, ensuring the interface remains accessible even for new players.

    This system not only supports gameplay progression and resource management but also reinforces the game themes of modern naval strategy and technological advancement. It serves as a critical bridge between combat missions and long term fleet development, making it a core pillar of the overall game experience.

    Transition to Document

    Through the development of this concept, I uncovered several valuable insights that had not been considered in the earlier stages. This process brought new clarity to critical gameplay elements, including ship control schemes, navigation flow, weapon systems, and methods for detecting and engaging enemy targets. These considerations helped shape the foundation of the game core mechanics and user interaction models.

    Once all the required information was gathered and refined, I transitioned from visual ideation to documentation. This involved translating key gameplay systems, interface concepts, and functional requirements into structured written form. The result is a comprehensive Game Design Document that serves as a blueprint for development detailing everything from player interaction and UI behavior to mechanical systems and combat scenarios.

    Download the GDD from the following link – Google Drive


    Final Thoughts

    Designing games from a UI/UX perspective is more than layout and menus it’s about interaction, discovery, and structure. By grounding your creative ideas in user experience early, you improve clarity, encourage better team collaboration, and reduce development risks.

    Next time you start a game project, try reaching for your wireframing tool before your writing software. You might find yourself with a clearer vision, a faster workflow, and a better game.

  • The Journey of Building a Team for My First Game Project

    The story goes back to 2012, when I had just graduated from university as a newly minted game designer. I returned home and made a plan to work at a game studio that was still relatively new in Indonesia at the time.

    To get in, I needed a portfolio in the form of a playable prototype. I saw it as the perfect opportunity to apply the skills I had learned during university.


    Gather the team (ID, UK, US)

    Additionally, I needed a team to create this portfolio, so I started with my closest circle. I have friends from university who are in the same situation as me, as well as friends from previous projects.

    • I made a deal with my first Game Programmer, who lives in the UK. We were in the same class and had worked together before, so I was familiar with his skills in using the Unity game engine. One problem solved (profile).
    • Next, I needed the help of a 3D artist to handle some game assets and textures. I knew someone from a previous project who was highly skilled in his field. He lives in the US, and when I invited him, he was interested (profile).
    • As for myself, I live in Indonesia. I can handle: Game Design, Game Research, Game Concept, Level Design, UI/UX, Sound Editing, and 3D Modeling.

    With that, the minimum team needed was complete.

    Important Note: as for game designers, understanding the technical aspects required for game development and recognizing the strengths and weaknesses of the development teams is highly beneficial when making decisions about what games their team can create.


    Game that fit our skills

    Okay, based on the skills we’ve mastered, we need a game concept that fits our skills:

    • Since none of us is capable of animating objects, the game doesn’t require rigs or complex animations.
    • Since none of us is skilled in art, the game doesn’t require artwork.
    • We don’t want to spend too much time working on level design, so the game doesn’t need complex level layouts.
    • Our target is a working prototype, so the game doesn’t require progression systems.
    • We want our game to be flexible, it should be playable with both a regular controller and a touchscreen.
    • The game should be expandable to accommodate new features during full production.

    Search for References

    I’m starting to look for a game concept that suits our skills, and more importantly, one that I will enjoy.

    • I like FPS, simulation, and RTS games. FPS isn’t a good starting point because it heavily relies on level design.
    • Although I’m skilled at creating level designs, it still takes a long time to make a good one.
    • Plus, testing these levels requires good bots and multiplayer, and we don’t have the time or resources for that. Also, there are just too many FPS games out there.

    Note: You can view my level design work through Gamebanana

    Simulation and RTS could be a great alternative, so I’m trying a combination of both. I looked at a list of games on my Steam account and found a good match: “Wargame: Airland Battle,” with over 400 hours of playtime. Okay, this seems like a concept I can try.

    I did deep research on what makes this game fun for me, from the FTUE (First Time User Experience), the theme, the game setting, the function of each unit, and so on. But I realized what’s missing in this game: “NAVAL BATTLE.”

    Then I realized there aren’t many modern naval battle games being released, so I decided to focus on creating a concept for a wargame with a naval battle theme.

    So, I started researching the types and classes of modern warships, their weaponry, sensors, strengths and weaknesses, the role of each ship, its missions, and how they work in real-world applications. I compiled everything into a Game Design Document, which gets thicker every day.

    Download the GDD from the following link – Proton Drive


    Game Asset

    Most of the units in this game will be warships and shipyards, which involve hard surface modeling which I can handle myself, but my only issue is texturing, which can be managed by a 3D artist, along with the additional warships that need to be modeled.

    • The asset itself will not require a rig for animation, since the only moving parts are the gun barrel, radar rotation, and silo door, which can be easily handled by the programmer.
    • The level design would consist of flat ocean surfaces, nothing complex, and can be easily handled by the programmer.
    • Game SFX will be handled by me. I’ve found tons of sample free audio through Google and YouTube searches, which will allow me to make clean cuts for each ship and weapon.
    • For UI/UX and the overall game theme, I plan to primarily draw inspiration from “Wargame: AirLand Battle”, while adding my own unique twist.
    • The rest, including the game code, will be handled by the programmer.


    Game Specification

    After I was confident with the game concept we wanted to work on, I shared this concept with the team members. After receiving feedback on what we needed

    • Platform: Desktop (Windows OS).
    • Genre: Simulation
    • Screen layout: Landscape
    • Camera: Bird Eye view
    • Input: Keyboard and Mouse
    • Player: Single player
    • Connection: Offline
    • Distribution: MODDB

    Project Management

    In addition to being a game designer, I also participate as a Project Manager, where I create tasks and distribute them. To simplify task distribution, we use the Trello app. I created a card for each team member. From these cards, I can see the status of each task, which greatly helps me monitor the progress of this game.


    Working Prototype

    After working hard for several months, we finally have a working prototype that can be played.

    Since we are still beginners, bugs or absurd things are events that we enjoy every day. For example, “The Drunken Torpedo”.

    We don’t stop at one, two, or even a million bugs. We keep pushing forward with the continuous iteration of game development.

    We try to make this game as authentic as possible. For example, in the Protection feature, modern warships commonly use CIWS as close defense against missile attacks.

    Aim for Full Production

    After we felt that the game had potential, I tried reaching out to several game studios/game publishers to secure funding for full production. I received a response from a representative of Wargaming. They requested a prototype of the game we were developing.

    After waiting for a while, we didn’t receive any funding because our concept didn’t meet their expectations visually. As I mentioned before, we lacked artistic skills and didn’t have the resources for that. In the end, we decided not to continue the development of this game. It would have been interesting if we had secured the funding to polish the game.


    Try Gunner Fury

    Download the Gunner Fury from the following link – MODDB

  • A Beginner’s Guide to Becoming a Game Designer

    Want to Become a Game Designer? Start with a Board Game!

    If you’re passionate about becoming a game designer but unsure where to begin, there’s a simple and powerful starting point: design a Tabletop or Board Game.

    Why start here ? Because board games don’t require programming skills or software. All you need is paper, everyday objects, and your imagination. This hands on method helps you grasp fundamental game design principles like mechanics, balance, pacing, and player interaction.


    Step by Step: Designing Your First Board Game

    1. Pick a Simple, Fun Game to Study

    • Choose a classic board game that’s easy to learn and fun to play, like Snakes and Ladders.
    • Take notes on what works well. What makes it fun or frustrating ? What would you improve ?

    2. Identify Core Components

    • List the physical elements your version needs e.g., dice, tokens, game board, cards, etc.
    • This helps you visualize your design and understand how all parts interact.

    3. Define Your Target Audience

    Who is your game for ?

    • Children ? Teens ? Adults ?
    • Solo players or groups ?
      Tailoring your game to a specific audience helps guide your decisions about difficulty, theme, and tone.

    4. Modify the Experience

    Now add your twist:

    • Remove features that feel boring or repetitive.
    • Add new mechanics or rules to increase excitement.
    • Simplify or balance the game to improve the player experience.
      Example: Add power ups, shortcuts, or penalties to Snakes and Ladders for more strategy.

    5. Create a Prototype

    • Sketch your game board and rules on paper or cardboard.
    • Use whatever is available like LEGO bricks or coins to represent pieces.

    6. Playtest and Refine

    Test your game over and over. Pay attention to what works and what doesn’t:

    • Is the game too long ? Too easy ? Too random ?
    • Are players having fun or getting confused ?
    • Revise rules or components as needed.

    7. Play with Others

    • Once it works solo, invite friends or family to play.
    • Watch how they engage with the game and collect honest feedback.

    8. Iterate, Don’t Hesitate

    • Keep refining your game through feedback and repeated testing.
    • Your goal: a smooth, balanced, and enjoyable game experience.

    9. Avoid Over Designing

    • Don’t drift too far from your original vision.
    • Adding too many mechanics or changing genres can make the game feel unfocused.

    Final Step: Document Everything

    Now that you’ve play tested and iterated on your design, it’s time to write your first Game Design Document (GDD).
    Include:

    • Game overview and goal
    • Target audience
    • Core mechanics
    • Components list
    • Rules and variations
    • Playtesting notes and feedback summary

    This GDD is your blueprint, a professional step toward designing digital games in the future.


    Congratulations, You’re a Game Designer!

    You’ve just taken your first real steps into the world of game design. Whether you stay in the tabletop space or move into video games, the skills you’ve built, prototyping, testing, iterating, and documenting are essential in every game design journey.

    Now go create something awesome!


    Real World Implementation

    A while back, I got an assignment to simplify several classic board games for a mobile release, one of them being Ludo.

    Now here’s the challenge:
    Playing Ludo takes forever.

    Four players. Endless turns. Someone always sends another player’s token back home, and the cycle continues until everyone questions their life choices.

    So the big question was:
    How do we make Ludo faster, without losing the fun?

    And just like that, all eyes turned to me. Here’s what I did:

    1. Shrank the board by 60%.
    Smaller board = faster movement. Less distance to cover means less rage when your token gets sent home. (Trust me, it helps.)

    2. Simplified the rules, kept 60% of them.
    Any token can now use a safe zone. It gets crowded sometimes, but hey, I believe in humanity.

    3. Reduced the tokens from 4 to 2.
    Perfect for casual players who love the spirit of Ludo… without the 2 hours commitment.

    I tested the new printed layout with two groups of players (4 per group, all familiar with Ludo).

    The result? Laughter, chaos, and quick games.

    With more shared safe zones, players often gathered in the same spots, turning tense moments into bursts of laughter.
    And when a token got kicked home, it could rejoin the action quickly, keeping the pace high.

    Average match time: under 10 minutes.
    Fastest match: under 6.

    The feedback? Super positive.

    For the digital version, I added a timer to auto roll the dice (no AFK allowed). And just between us, I may have accidentally activated bots to fill empty lobbies.

    So if you ever played my optimized version of Ludo with four players… chances are, three of them were Siri and her sisters.