Naraka Logo

Event Center: Aggregation of in-game events

NetEase, November ’21
Duration
1 month
(discontinuous)
Role

UX designer,

UI development

Tool

Figma,

Unity

9

months

28

Game Design Document

36

Gamepad Design

37

UI Development

Naraka Timeline

As a dedicated member of Thunderfire UX, I actively contributed to both interaction design and UI development for NARAKA: BLADEPOINT. This hands-on experience allowed me to play a pivotal role in shaping the overall user experience and functionality of the game.

Naraka Develop Process
Highlights Highlights Highlights Highlights Highlights Highlights Highlights
Highlights Highlights Highlights Highlights Highlights Highlights Highlights
Background Background Background Background Background Background Background
Background Background Background Background Background Background Background
Window
Xbox
PlayStation5
Problem Problem Problem Problem Problem Problem
Problem Problem Problem Problem Problem Problem

In-game events, a cornerstone of F2P games, have been a vital element since the industry's inception. They cultivate engagement by creating excitement and anticipation, encouraging players to interact with the game. Over the years, these events have become increasingly popular, now serving as a crucial and exciting component of the gaming experience.

After the game has been launched for more than three months, to maintain player engagement, we regularly release diverse events corresponding to various festivals, including Christmas and New Year. Different types of activities are planned by different planners, and the common immediate solution is to stack them directly on the homepage. However, this approach is causing some issues for both users and developers.

For User

1.

Too many different styles of entrances on the homepage lead to a cluttered layout.

2.

Similar activities appearing in different locations make it difficult to quickly locate the events.

Problem For User
Problem For User
Problem For User

For Developer

1.

The graphic interface designer is tasked with creating a new logo for the entrance, to be used only once during the online period of each event.

2.

Engineers are required to redevelop similar components and create independent interfaces

Problem For Dev
Problem For Dev

Goal

group

To help users easily find events, it simplifies the process for them to become accustomed to it.

developer_mode_tv

To alleviates the need for developers to repeatedly design and develop similar logos, components, and layouts.

Competitor Competitor Competitor Competitor Competitor Competitor Competitor Competitor
Competitor Competitor Competitor Competitor Competitor Competitor Competitor Competitor

Naraka: Bladepoint competes directly with games like APEX and PUBG in the battle royale genre. However, its promotion strategy differs, with less emphasis on in-game events and a lower promotional frequency compared to popular Chinese mobile games known for extensive event promotions like check-ins. Nevertheless, the diverse range of events in Naraka: Bladepoint resonates more comprehensively with our user base.

As we draw inspiration from Chinese mobile games, our priority is given to those with a high daily active user base, ensuring the overall quality of their games. We place emphasis on analyzing their design in the event interface.

open-world, action role-playing game (RPG)
Multiplayer online battle arena (MOBA)
Multiplayer online battle arena (MOBA)
Battle royale (BR), MMOFPS
genshin
HONOR
LOL
PUBG
genshin logo
  1. logo
HONOR LOGO
  1. logo
  2. “Event”
LOL Logo
  1. rectangle
  2. “Event in progress”
  3. image of recent event
PUBG logo
  1. rectangle 
  2. “Event” 
  3. image of recent event
1 level menu
2 level menu
open-world, action role-playing game (RPG)
Multiplayer online battle arena (MOBA)
genshin
HONOR
genshin logo
  1. logo
HONOR LOGO
  1. logo
  2. “Event”
1 level menu
2 level menu
Multiplayer online battle arena (MOBA)
Battle royale (BR), MMOFPS
LOL
PUBG
LOL Logo
  1. rectangle
  2. “Event in progress”
  3. image of recent event
PUBG logo
  1. rectangle 
  2. “Event” 
  3. image of recent event
2 level menu

Conclusion

The entrance for individual events is scattered across the homepage.

Centralize all events in the event center.

Highlight the entrance on the homepage, ensuring style consistency with other buttons.

Use 1 to 2 menu in the event center to categorize different event types.

Flow Flow Flow Flow Flow Flow Flow Flow
Flow Flow Flow Flow Flow Flow Flow Flow
Naraka Sitemap
Naraka Wireframe
Layout Layout Layout Layout Layout Layout Layout
Layout Layout Layout Layout Layout Layout Layout
I

Home

Before

Naraka Homepage Before Mask
Event entrances are scattered on the homepage.

After

Naraka Homepage After Mask
Centralize all events into the event center and increase the utilization of the homepage space.

Option 1, 2

If placed like options 1 and 2, it demands seasonal elements and frequent updates, leading to increased development costs.

Option 3

Option 3 acts as a buffer for short-term entrances, avoiding excessive visual attention. The permanent event center needs a distinct, frequently clicked placement.

Option 4

Positioned between the team-up lobby and the start button, Option 4 ensures player attention during pre-game wait times, representing a strategic compromise among Options 1, 2, and 3. It effectively serves as a permanent entrance in the user interface design.

Homepage Entrance explanation
II

Event Center

The pop-up slider appears upon entering the game

News: the first tab of event center

Utilizing a carousel slider synchronized with the login pop-up slider to showcase the latest limited-time events.

Naraka Event Center News
Naraka Event Center News Slider Image
Naraka Event Center News Slider Image
Naraka Event Center News Slider Image
Naraka Event Center News 3 images
Naraka Event Center News 4 images
Naraka Event Center News 5 images
Naraka Event Center News

Two banner sizes available, offering three versatile combinations for flexibility. Primarily showcasing version announcements, surveys, ongoing events, anti-cheating efforts, and more.

Limited-time Events

Inside the game

Number 1

Primarily centered around completing in-game tasks, enticing players to explore various aspects of the game through rewards.

Number 2
Bind for Rewards

Outside the game

Events involving third-party applications, aiming to enhance user engagement through external communities.

Naraka Event Center two type
Naraka Layout Explanation
Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome
Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome Visual Outcome

Based on three different layouts, the visual designer created the following outcome. Interfaces of the same type exhibit high consistency, enabling the rapid development of new events by simply changing the background image.

Naraka Layout A
Naraka Layout B
Naraka Layout C
Gamepad Gamepad Gamepad Gamepad Gamepad Gamepad Gamepad
Gamepad Gamepad Gamepad Gamepad Gamepad Gamepad Gamepad

Window

PS5

XBOX

Window Keyboard and Mouse
PS5 Controller
Xbox Controller

Keyboard + Mouse

Gamepad

Button count

More buttons, allowing for extensive customization

Precision

Praised for precision, especially in FPS and strategy games

Comfort

May be less comfortable for some users during long sessions

Simplicity

May have a steeper learning curve for some players

Highlight state

Having a hover state, with mouse clicks for confirmation.

Button count

Fewer buttons, limiting customization

 

Precision

Smooth control, but may lack precision in certain genres

 

Comfort

More comfortable for extended play sessions

 

Simplicity

Generally more straightforward and intuitive

 

Highlight state

No hover state; on the interface, a selected state needs to be added, with a confirmation key pressed for final confirmation.

Window

Window Keyboard and Mouse

Keyboard + Mouse

Button count

More buttons, allowing for extensive customization

Precision

Praised for precision, especially in FPS and strategy games

Comfort

May be less comfortable for some users during long sessions

Simplicity

May have a steeper learning curve for some players

Highlight state

Having a hover state, with mouse clicks for confirmation.

PS5

XBOX

PS5 Controller
Xbox Controller

Gamepad

Button count

Fewer buttons, limiting customization

Precision

Smooth control, but may lack precision in certain genres

Comfort

More comfortable for extended play sessions

Simplicity

Generally more straightforward and intuitive

Highlight state

No hover state; on the interface, a selected state needs to be added, with a confirmation key pressed for final confirmation

Tier1

has a higher frequency of use and is typically associated with globally fixed operations.

Tier2

has a moderate frequency of use and is often used in conjunction with each other within the game session. 

Tier3

has the lowest frequency of use, and its position is less accessible. It is generally reserved for functions like bringing up menus, followed by subsequent operations.

PS Controller explanation

Global Buttons

The standard workflow in the Event Center includes checking missions → going back → completing missions → returning to collect missions. All these actions can be executed using the universally applicable , , and buttons.

Event Center-Specific Buttons

However, for elements within each event, such as event info and reward details, which are necessary but not frequently checked, we have designated specific, less frequently used buttons such as and . This allocation leaves the and buttons available for specific actions that may be associated with certain events.
Localisation Localisation Localisation Localisation Localisation Localisation
Localisation Localisation Localisation Localisation Localisation Localisation

The game supports 13 languages, and a common issue is that foreign language expressions are longer than Chinese, potentially causing text overflow. However, different languages have approximately proportional lengths (refer to the data below). Therefore, it's essential in interface design to consider at least 2.5 times the length of Chinese.

Chinese / Japanese / Korean
English
German / French
Spanish / Portuguese
Russian

1x
1.6x
1.8x
2x
2.2x

這是中文的文字段落
This is an English text paragraph
Dies ist eine Textpassage auf Deutsch
Dies ist eine Textpassage auf Spanisch
Dies ist ein beliebiger Textabsatz auf Russisch

Takeaways Takeaways Takeaways Takeaways Takeaways Takeaways
Takeaways Takeaways Takeaways Takeaways Takeaways Takeaways
developer_mode_tv

Balancing Visuals and Development Emphasis

Balancing design and UI development responsibilities within the team requires careful consideration of the necessity of visual presentation. It's crucial to assess whether relatively minor visual effects might disproportionately increase the workload for development. Further exploration is needed on how to effectively integrate visual design with engineering requirements for optimal balance.

groups_2

Challenges in a Large Team

Working in a fast-paced and tightly scheduled large team requires strict control over working hours. Standardization becomes particularly crucial due to numerous team members, including not only designers but also various roles. Inconsistent deliverables can hinder communication across different stages.

brush

Challenges of Design Innovation

In a large team where each stage is interconnected, prioritizing design innovation may not be the primary focus. Developing innovative strategies should be based on the game's unique style while considering design trends in the gaming market.

edit_document

Knowledge Sharing and Succession

Consider establishing an effective knowledge-sharing mechanism to ensure a smooth information flow within the team. Provide comprehensive training and documentation to facilitate a quick onboarding process for team members taking over responsibilities.

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PROJECT

Cover Photo of MetaPush
Cover Photo of GaaS
Cover Photo of Naraka
Cover Photo of NFT marketplace