Deadline Dodger
A web side-scroller game where you have to escape your boss…or else. Done for ScoreSpace Jam #29.

Deadline Dodger
A web side-scroller game where you have to escape your boss…or else. Done for ScoreSpace Jam #29.

The problem
How do we create a UI that's simple yet engaging?
While we didn't have a lot of information to display, we didn't want an interface that would be boring and not compelling to users. We had to figure out what screens we needed and then find a way to get creative with them.
The solution
Simple is best.
For our game, "less is more" rang true. We followed tried and true UI patterns but tailored them to match our game aesthetics. This gave us a clean UI that was easy for developers to implement while also giving an element of fun to the players.
It was a treat working as the sole UX/UI Designer on this game, alongside a Unity developer, 2D and pixel artist, and a composer.
I mapped out user flows, sketched out various screens, and made low- and high-fidelity versions of the screens.
The final versions, all of which were not used in the game, are below.
It was a treat working as the sole UX/UI Designer on this game, alongside a Unity developer, 2D and pixel artist, and a composer.
I mapped out user flows, sketched out various screens, and made low- and high-fidelity versions of the screens.
The final versions, all of which were not used in the game, are below.
User Flow
Before creating screens, I mapped out user flows of how players would play through the game and the possible scenarios they'd run into. This helped me figure out exactly what UI screens were needed.
The problem
How do we create a UI that's simple yet engaging?
While we didn't have a lot of information to display, we didn't want an interface that would be boring and not compelling to users. We had to figure out what screens we needed and then find a way to get creative with them.
The solution
Simple is best.
For our game, "less is more" rang true. We followed tried and true UI patterns but tailored them to match our game aesthetics. This gave us a clean UI that was easy for developers to implement while also giving an element of fun to the players.
User Flow
Before creating screens, I mapped out user flows of how players would play through the game and the possible scenarios they'd run into. This helped me figure out exactly what UI screens were needed.


Final Designs






Thank you for reading!
Thank you for reading!
If you'd like to reach out or connect, please email me at: julienguyen.ux@gmail.com
If you'd like to reach out or connect, please email me at: julienguyen.ux@gmail.com
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