Camelot Unchained UI UX
Designing UI/UX for an 3 Realm MMORPG
![cu-FeatureCU](https://jamkoo.art/wp-content/uploads/2025/01/cu-FeatureCU.png)
Role
Senior UI/UX Designer
Tools
Figma, Adobe Creative Suite, CSS, Custom Game Engine
Methods
The Challenge
Design a scalable UI/UX system for a 3 realm MMORPG that caters to competitive players while maintaining usability and clarity across complex mechanics.
The Goal
Develop a complete interface ecosystem, including HUD, inventory management, character creation, and modular systems for ongoing updates.
My Role and Responsibilities
As the Senior UI/UX Designer, I directed the design of all game interfaces, ensuring they aligned with gameplay requirements and technical constraints. I collaborated with developers, artists, and stakeholders to deliver a polished, player-centric experience.
Research
Conducted competitive analysis of similar MMORPGs to identify player expectations.
Researched medieval and fantasy themes to craft a design language reflective of the game’s world.
Gathered user feedback to inform data-driven UI/UX refinements.
![Wireframe 4CU](https://jamkoo.art/wp-content/uploads/2025/01/Wireframe-4CU.png)
![Wireframe1CU](https://jamkoo.art/wp-content/uploads/2025/01/Wireframe1CU.png)
Ideation
Sketched initial wireframes for the HUD, inventory, and crafting systems.
Explored layouts that balance visual storytelling with functionality.
Testing & Iteration
Refined inventory UI by reducing unnecessary clicks, streamlining item management by 20%.
Iterated HUD layout to better support large-scale battles and team coordination.
Outcome
Metrics:
Improved Task Efficiency: Reduced item management time by 20%.
Increased Clarity: Boosted navigation accuracy by 30% during beta testing.
Player Satisfaction: Achieved a 25% increase in positive UI feedback during play tests.