My Journal of Game Design:
Game Mechanics, Gamification, Game Economy, and Game UI/UX
As a game designer, I was involved in the creation of Gameloft Indonesia's first project, Real Football 2018. The game is a premium game and eventually, it was a success, which led to the development of more versions, Real Football 2019, Real Football 2020, and Real Football 2021. However, the development of the game posed a challenge as we lacked the license to use actual football players and club names. Hence, I would like to present my journal exploring the question that may arise from this project, Real Football 2018 and Real Football 2019:
How were Real Football 2018, and 2019 successful, despite the lack of licenses for real football players and club names especially when they are premium games?
Ruangguru previously had a large and competitive leaderboard that placed too much pressure on users as they had to compete against all others to improve their ranking. Furthermore, the rewards offered through the current leaderboard system were lacking in keeping users engaged. As a result, Ruangguru requires a new leaderboard design. This journal outlines the process of me designing the new leaderboard and addressing the two main challenges in this project:
How to design a leaderboard system for learning activities that accommodates a high number of active users and doesn't leave them feeling overwhelmed?
How to make the rewards for the leaderboard more enticing, despite the limited availability of rewards?
Coming Soon, Work in Progress
In Ruangguru, users receive a daily reward known as the Mystery Book. However, the rewards can sometimes be excessive compared to the effort put in by the users, causing other activities to feel less rewarding. Ruangguru also wishes to provide real-life items as rewards, but the limited number of these items may not be sufficient for the large user base. Thus, the challenges I face in this project are:
How can the rewards offered in the gacha or lottery mechanic be balanced?
How can the limited number of real-life rewards be made engaging enough to keep the users interested?
Coming Soon, Work in Progress
There is a high number of trading card games available on both iOS and Android devices. The preferred approach for trading card game UI/UX is to have a portrait orientation, as it allows for easy navigation and one-handed play. However, what happens when the trading card game is part of an application that operates in landscape orientation? In this personal project, I aim to explore:
How can a compelling Action Phase (AP) UI/UX be designed for a landscape trading card game?
What factors make landscape orientation card games uncomfortable for players and can these issues be resolved?
Coming Soon, Work in Progress