Strinova | iDreamSky

Strinova

iDreamSky

UE Design Intern at iDream Sky Strinova Project.

Internship

Internship

Internship

UX/UI Design

UX/UI Design

UX/UI

Mobile Game

Mobile Game

Game

TIMELINE

Jun 2024 - Sep 2024

Jun 2024 - Sep 2024

3 Months

3 Months

MY SCOPE

UI Design

UI Design

UX Design

UX Design

Design System Maintance

Design System Maintance

TOOLS

Figma

Figma

Photoshop

Photoshop

Unreal Engine 4

Unreal Engine 4

MY RESPONSIBILITY

MY RESPONSIBILITY

Contributed to UX design for Strinova mobile, enhancing interfaces for clarity and engagement while reinforcing player feedback. Set for release in 2025.

Contributed to UX design for Strinova mobile, enhancing interfaces for clarity and engagement while reinforcing player feedback. Set for release in 2025.

Creating User Flows and Interfaces

Update and Refine Existing Interfaces

Maintaining Visual Design Guidelines

INSIGHTS

REFLECTION

Work Flow

During my internship, I learned the entire development process and the various roles involved. This included understanding how planners define core requirements and features, create user flows and structures, and develop a cohesive visual language.

The Challenge I Have Encountered

Design - Development Gap

During my internship, I faced a challenge where a completed design was deemed unfeasible by developers in the development stage. This required a full redesign, forcing visual designers to redo their work, causing significant delays. 

Solution

To avoid gaps between design and development, I will first create a rough low-fi prototype and consult with developers before refining the design. After several discussions to confirm constraints and feasibility, I will proceed with detailed design.

What I Have Learned

During my iDreamSky internship, I expanded from app design to game interaction, balancing efficiency and emotional engagement, and improved teamwork and communication skills.

Due to the NDA, the design outcome has been blurred. Reach out if you want to learn more.

DESIGN OUTCOME (CONFIDENTIAL)

Case Study Available on Desktop

Creating User Flows and Interfaces

I designed user flows, created interfaces with a focus on usability, and developed an Interaction Specification documenting key behaviors, transitions, and system responses.

Observer System
(In-Game)

Designed the entire user flow with all related interfaces, defining the appearance and states of over 60 interactive elements, including name cards, in-game HUD, scoreboard, and more throughout the experience.

Mail System

Designed the foundational structure of the game mail system, along with all related interfaces, and defined mail types and the states of various elements.

Beginner 7-Day Missions

Designed the 7-Day mission entry point on the home page, along with the complete flow and all related interfaces. Defined all element states, including tabs, progress bars, item slots, and more.

Observer Mode (Out-Game)

I also designed the complete flow of out-game observer mode, including all related in-game interfaces. I defined the display rules for different battles and established the states and interactions of all interactive elements.

Battle Pass System

I designed the Battle Pass system’s interaction flow, including entry points, task management, rewards, and confirmation processes. I structured the unlock and upgrade system, defined task states, and optimized interactions for task completion, reward collection, and purchases, ensuring a seamless user experience.

Updating Existing Interfaces

I collaborated with planners and UI designers to optimize and update existing designs, ensuring they met evolving project requirements effectively.

Battle Report

I redesigned the Match Report system from the ground up, enhancing battle data display, self-damage analysis, and enemy interactions with a clear hierarchy and readability. All elements and their states were also redefined.

Cloud Layout Scheme Management System

I redesigned the cloud-based solution management UI to improve structure, usability, and workflow efficiency. I streamlined key processes such as solution setup, import/export, deployment, and validation while enhancing user navigation and clarity.

Optimizing and Maintaining Design Guidelines

I also participate in maintaining and adjusting game UI visual design system and guidelines, which includes the style of system level generic popup windows, dropdown menus, and more.

Universal Popup Guidelines

I defined the pop-up UI framework, establishing a comprehensive design guideline for different types of pop-ups.
This includes structured hierarchies for multi-level dialogs, item acquisition, textual explanations, confirmations, and customizable overlays.

Loading Page Guidelines

I also defined the display rules and style of loading screen in different game modes, creating smoother and more consistent user experience.

Presented By Keith R.

Los Angeles, CA, United States | Chengdu, Sichuan, China

© Keith Ren reserves all rights

Presented By Keith R.

Los Angeles, CA, United States | Chengdu, Sichuan, China

© Keith Ren reserves all rights

Presented By Keith R.

Los Angeles, CA, United States | Chengdu, Sichuan, China

© Keith Ren reserves all rights