Super Monkey Ball Runner


Summary

I worked with the team at Sega to integrate new content related features and reskin the UI for a Holiday update in an attempt to secure front page features on both Android and iOS app stores. A small team of myself, an artist, a developer, and a game designer worked over a short time period to make this goal a reality.


Client

Sega | Demiurge

Roles

User Experience Designer

User Interface Artist

Super Monkey Ball Runner

Tap to Start Concepts

Below are a few visual explorations of ways to communicate to the player their initial launch speed. After all the sliders and lights were said and done, we settled on a simple light up light ring.

Super Monkey Ball Runner

Final Concept

Below are a few visual explorations of ways to communicate to the player their initial launch speed. After all the sliders and lights were said and done, we settled on a simple light up light ring.

Super Monkey Ball Runner

Sample Screen Style Exploration

exploring ways to start the race exploring ways to start the race exploring ways to start the race exploring ways to start the race exploring ways to start the race.

Super Monkey Ball Runner

Level Select Wireframe Examples

Here is the very first flow I wireframed out. As you can see, it is rough and has missing pieces, but still has enough information for engineering to begin working on a prototype or the vertical slice. From here all screens and user stories were broken down into smaller tasks and further iteration on wireframes was done.

Super Monkey Ball Runner

Prototype UI Skin

Here is the very first flow I wireframed out. As you can see, it is rough and has missing pieces, but still has enough information for engineering to begin working on a prototype or the vertical slice. From here all screens and user stories were broken down into smaller tasks and further iteration on wireframes was done.

Super Monkey Ball Runner

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