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Role: UI/UX, Game Design
Genre: Third-person couch competitive
Engine: Unreal Engine 4
Team size: 10
Duration: 5 Weeks
Platform: PC (Itch.IO)
Spell Fighting is a 3rd person couch competitive round-based party game about brave wizards facing each other in an epic spell fighting tournament.
You are a wizard participating in the Spells Cup Tournament, evading your opponents' spells and using your own to push them off the stage, ultimately!
Defeat all your opponents and be the last to win the Spell Fighting Cup!

SHIELD SPELL
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Sketches of proposal spell attack behavior/scenarios.
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Created a Feature design document to showcase the intended spell designs and noun/verb breakdowns.
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Used a decision matrix to make design choices coherent with the project vision.
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Prototype & implementation of shield spell.
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Shield spells will protect the player from Incomingspells (wind, ice, meteor, and Levitation spell), giving the player the ability. To defend themselves & counter opponents' attacks.
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Internal testing & iterating.

Spell shield
SPELL SPAWNER
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Prototype & implementation of Spell spawner system.
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Spell spawner spawns the three different types of spells from the sky.
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Players can collect the spells to become more powerful and use the spells to their advantage.
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Internal testing & iterating.

Spell spawner

Spells can be collected
GAME/TECHNICAL DESIGN
UI/UX
PLAYER HUD
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Sketches of HUD design.
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Close collaboration with Artists to decide on HUD.
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Prototype & implementation of the complete HUD. The HUD UI, will show the following to the player:
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Amount of players in the game.
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Amount of mana the player has, the mana amount updates based on the spells used.
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Which power-up spells has the player collected.
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Amount of power-up spells the player has collected.
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How powerful power-up spells are.
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If the player has enough mana to use the spells.
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Indication to which player is alive.
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HUD UI is created to improve the player's readability of all player statuses to ensure important gameplay discissions can be made.
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Internal testing & iterating.


HUD Functionality
HUD functionality zoom-in





LEVITATION UI
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Sketches of Levitation UI design.​​
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Prototype & implementation of the levitation UI that will show the following to the player: ​
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UI that displays that the A button has to be smashed to break free.
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UI will give critical feedback on what the player should do when levitated.
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Internal testing & iterating.

Levitation UI
MAIN MENU
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Close collaboration with Artists to decide on main menu art.
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Implemented art assets into the main menu.



PROJECT ROLES & CONTRIBUTIONS
GAME/TECHNICAL DESIGN
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Brainstormed game idea.
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Research into spell systems within (MMO) RPG & PVP combat games.
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Sketches of spell attacks behavior/scenarios.
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Created a Feature design document to showcase the intended spell designs and noun/verb breakdowns.
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Used a decision matrix to make design choices coherent with the project vision.
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Prototyped & implemented a spell spawner system.
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Prototyped & implemented a shield spell.
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Close collaboration with programmers to ensure the spells were in line and contributed to quality standards.
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Internal testing & iterating.
UI/UX DESIGN
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Sketches of HUD design.
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Close collaboration with Artists to decide on HUD & main menu art.
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Prototyped & implemented a complete HUD.
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Prototyped & implemented a Break loss UI.
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Internal testing & iterating.
LEARNINGS
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How to create a shield using particle effects.
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How to create a spawning system where objects can be spawned randomly within a set radius.
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How to Prototyped and implement a variety of different UI systems.
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Amount of players in the game.
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Amount of mana the player has, the amount of mana updates based on spells used.
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Which power-up spells has the player collected.
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Amount of power-up spells the player has collected.
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How powerful the power-up spells are.
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If the player has enough mana to use the spells.
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Indication to which player is alive.
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