One year
I’m cur­rent­ly work­ing on this project, which is planned to last a year in total. Esti­mat­ed com­ple­tion in June 2018.
Unre­al
Mead­ow Folks is being devel­oped in Unre­al Engine 4.18.
Team of 30
A team of thir­ty, with twelve artists, twelve design­ers, and sev­en pro­gram­mers.
Win­dows
Win­dows is the tar­get plat­form for this project.
UX Design­er
I did mar­ket research, UX strat­e­gy, and UI and UX design for this project.

Mead­ow Folks was a year-long project to cre­ate a game in the vein of Stardew Val­ley and Har­vest Moon– a laid back farm­ing and adven­ture game. I was respon­si­ble for doing the mar­ket research and the UX design. This project is still ongo­ing, so this page is incom­plete and will be updat­ed through­out the project.

Preproduction

I first decid­ed to do tar­get audi­ence research, dur­ing which we researched our ref­er­ence games, their sales, com­mu­ni­ties, and sur­veyed their play­ers.

A visu­al dis­play of rea­sons why peo­ple like to play games like Har­vest Moon, Zel­da, and Stardew Val­ley. From our tar­get audi­ence sur­vey with 400 respon­dents.

Lat­er I expand­ed this to include a com­pet­i­tive analy­sis, includ­ing mar­ket seg­men­ta­tion, crit­i­cal suc­cess fac­tors, and a SWOTT analy­sis.

A SWOTT analy­sis show­ing our team’s strengths and weak­ness­es.

I also took the time to thor­ough­ly research UX, and built a glos­sary of all terms rel­e­vant to my role.

Production

I start­ed by sketch­ing out an user flow to iden­ti­fy all dif­fer­ent ele­ments and screens our game needs.

The user flow for the game, show­ing all screens and all actions pos­si­ble on those screens.

As the pro­duc­tion phase of the project began, I began trans­lat­ing all of this func­tion­al­i­ty into mock­ups.

I also made a func­tion­al­i­ty list for the pro­gram­mer to be imple­ment­ed, and worked on some basic ani­ma­tions.

Some inven­to­ry ani­ma­tions I made in UMG/Unreal.