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Overview

Physics - Arcade Game


In Clumsy Rocketship you navigate through challenging Levels and show the world that you have what it takes to become the best pilot anyone has ever seen!

Project Info

Project Info

Project Info

Role: UI/UX Programmer & Designer

Team Size: 3

Engine: Unity Engine

Introduction

Embark on a whimsical journey through the Astral Muddle, a misfit galaxy where the Clumsy Comet reigns. Control this unruly spaceship, defy the laws of physics, and restore harmony to the cosmos. Explore vibrant planets, encounter eccentric beings, and unveil the secrets that await. Embrace the chaos and become the master of equilibrium in this cosmic adventure.


As part of the development team for Clumsy Rocketship, a physics-based arcade game, I took on the responsibility of designing and programming intuitive User Interface (UI) systems to enhance player interaction and improve overall user experience.

My Contribution

  • Designing an Intuitive User Interface :

    As the UI/UX designer, I created and implemented all the menus, buttons, and indicators that weren’t just functional but also visually aligned with the game’s quirky style.


    The goal was simple: make the interface so intuitive that players could focus on dodging meteors and launching rockets, not trying to figure out how to start the game. Every design decision was made with the player's experience in mind, keeping things clean, clear, and aligned with the game's fun, physics-driven theme.


  • Programming Dynamic Glyph Interactions :

    One of the key features I implemented was the dynamic interaction of glyphs (symbols, icons, and text) that would change in response to user input.

    I made sure that the UI would display the correct button prompts for each controller. When a player connected an Xbox controller, the UI would display Xbox-style glyphs (such as the A, B, X, and Y buttons).

    Similarly, for PS5 controllers, it would show the corresponding PlayStation button glyphs (Circle, X, Square, Triangle). This dynamic system ensured that players always saw the correct button prompts for their device, reducing confusion and making the experience feel seamless.

    When players switched to a keyboard and mouse, the UI would update to show appropriate keyboard commands.



No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose


  • Rocketship customization :

    One of the coolest features I added was a spaceship customization menu, where players could change the appearance of their rocketship by choosing from a selection of skins. I wanted the menu to be easy to navigate, but also visually engaging and reflective of the fun, quirky nature of the game. The goal was to let players express their creativity without getting bogged down by a complicated interface.

    Skins were unlocked as players completed certain milestones or achievements in the game. This added an extra layer of motivation for players to keep playing, as they could work towards earning new, exciting skins for their spaceship. The UI displayed which skins were unlocked and which were still locked, so players could clearly see their progress.


  • Dynamic Level Selection :

    The level select menu was a crucial component of the game, giving players easy access to different levels while reflecting their progression. I wanted the menu to feel intuitive, providing players with a smooth way to navigate through unlocked levels, as well as a clear visual cue for their progress.

    I added a small visual of the level layout, a brief description, the player’s best score for that level and the steam leaderboards. I also made sure the previews dynamically updated based on player progress, so they could see which levels they had mastered and which still presented a challenge.



No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose
No keys harmed tower pose


  • Visual and Audio Feedback:

    I designed the UI so that the visual feedback for input changes was both clear and immediate. Whether it was a button changing state when clicked or an icon adjusting based on the player's choice, I made sure the transitions were smooth and visually engaging.

    This feedback system helped guide players through the game without overwhelming them with unnecessary information. I used animations and sound effects to reinforce player actions and keep the experience immersive. These small details were crucial in making the UI feel responsive and rewarding.


  • Performance Optimization :

    The game’s fast-paced physics simulations demanded performance optimizations, especially with the Steam integrations. I wrote efficient code for the UI to ensure the game’s action stayed smooth, no matter how chaotic things got.




Ron Varghese Jose

Local time in Vancouver, Canada

Ron Varghese Jose

Local time in Vancouver, Canada

Ron Varghese Jose

Local time in Vancouver, Canada

Let's make amazing games together!

Created by Ron Varghese Jose

Let's make amazing games together!

Created by Ron Varghese Jose

Let's make amazing games together!

Created by Ron Varghese Jose