UI UX GAME DESIGN ART
WWW.FIEND.GAMES
Explore numerous biomes in an ever-evolving massively multiplayer voxel world.
Hunt, mine, craft and stake a claim to build on. Imagination is the limit.
► Proprietary MMO Engine
► 1000+ players per zone
► Live Game Service
► Actionscript 3
DESIGN
WIREFRAMES
CONCEPT / PRESENTATION
DETAILED MOCKUPS
INTERATIVE PROTOTYPING
DOCUMENTATION
FINAL ART
ANIMATION
SCRIPTING
LOCALIZATION
RESEARCH
STUDIES
COMPETITIVE ANALYSIS
USER RESEARCH
USER / USABILITY TESTING
INFORMATION ARCHITECTURE
HEURISTIC EVALUATION
HCI PRINCIPLES
STORYBOARDING
WIREFRAMES
FLOWS
COPYRIGHTING
SYSTEM DESIGN
CAMERA DESIGN
COMBAT DESIGN
PLANNING
ESTIMATION
AGILE / SCRUM
A two-layered HUD presents information on demand as players switch between exploration and world building.
To keep 3D voxel sculpting as simple as possible, every world building tool can be accessed in a single interface, the Mega Palette.
We used a player-friendly visual scripting system to give deep control over their claim.
The game tools allow players to craft a vast array of gameplay experiences on their personal claim.
Multiple unique crafting interfaces were built to handle the conversion of dozens of raw resources into thousands of useable objects.
Landmark thrived on its community and with that came best-in-class social systems.
Players purchase and manage their claims through a series of diegetic and traditional interfaces.
A deep quest journal with collectible achievement cards doubles as a tutorial.