The Project

I built the concept for a new combat video game. The design project focused on three core elements that enhance the combat game experience for gamers – character customization, set design (world building) and user interface design. King of the Ring was a portfolio project I worked on during my UX for XR course at NYU’s Tandon School of Engineering.

Game Overview

King of the Ring is a 3D immersive mixed martial art fighting game. The game features both male and female fighters who have dynamic fighting styles, which can be a combination of different martial art techniques. The game also features both indoor and outdoor fighting arenas from various martial arts.

My Role

I was the sole designer and producer on this project. This responsibility covered concept ideation, user and market research, user journey mapping, user interface design, character and world (arena) prototyping, documentation and presentation.

Design Process

Ideation

First, I explored different ideas, ranging from pure martial arts to superhero fighting games and intergalactic warfare. Finally, I settled for a mixed martial arts video game because this genre would allow us to explore a broader range of fighting styles and a more diverse range of characters.

Another preoccupation was whether to build a VR game or a 3D immersive video game. The idea of building a VR game was enticing because virtual reality games sit at the intersection of consumer passion and cutting edge of technology. But in considering the consumers’ access to VR technology and the market reach of 3D immersive video games, the latter appeared to be a better choice for both market consumption and user testing. Based on figures released by the Entertainment Software Association in March of 2020, 73% of the 169 million gamers in the U.S. reported owning a console, and only 29% said they owned a VR device (see page 8 of report).

Market Research

An imperative was creating a game with enduring appeal. So, I looked extensively at what are arguably the most successful ones, i.e., Mortal Kombat, Tekken, and Street Fighter. Then I compared them to less successful franchises like the Dead or Alive, Killer Instinct and Virtua Fighters.

Market Research Findings

Patterns that I observed were consistent are superior game graphics (whether 2D, 3D or VR) and the dynamic changes they have consistently made to their gameplay.

For instance, Mortal Kombat evolved from having characters that are known for specific fighting styles to having character with fighting styles variations, leaving the gamer the choice of which customized version of the character to engage for each combat.

User Journey Mapping

A priority was ensuring that I created an experience which was easy and intuitive to gamers. So, I mapped out a user journey they are familiar with – launch the game, select a game mode, choose (or build) a character, customize the character, confirm the selection, choose a fighting arena, and begin the battle.

Prototype Plan and Usability Testing

My prototyping plan focused on exploring my idea for set design (i.e., world building), character customization (i.e., character fighting styles variation) and user interface design. My usability testing goal was getting feedback on each design task.

The testers liked the overall visual design and the mood of the game. The character dynamism (due to fighting style variations) was well received because they felt it gave them more freedom of choice.  The UI design was also well received by the game testers.

Visual Design

Set Design

For the world, I conceptualized designing fighting arenas from various types of martial arts. For visualization, I created a mixed martial arts arena.

User Interface and Character Customization

I went for a minimalist and simplistic design, so that the UI design does not take focus from what is important – the information gamers require at each point in their experience. 

The character customization focused on different fighting variations possible with each character. I also branded each customization with a voice. I wanted to use this to show the diversified field of players and styles users can expect.

The Outcome

Tools