UI Design
I knew right away that I wanted to go with a sleek, minimal, semi futuristic sci-fi theme for the art and UI to complement the clean simplicity of the gameplay. A monochromatic and subdued UI laid over elegant dark backgrounds brought the gameboard to the forefront, with attractive and brightly colored nodes lighting up gameplay.
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Players begin the FTUE by seeing a pair of nodes on screen with an animation drawing a link between them. After making the first link, the rest of the board appears below, with instructions to draw the rest of the links without intersecting.
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After making it past the first FTUE screen, players are introduced to the Zone Map. Zones have anywhere between 4 and 15 levels, and are dynamically generated in a polygonal layout. Completed levels light up, and are blue or gold depending on whether the player perfected them.
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Tapping on a level brings the player to the Level game board. I needed at least 12 different colors for the node pairs, so I opted to include shapes to help differentiate colors that were similar. Levels are dynamically generated grid sizes and difficulties, giving the game unlimited content.
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Various overlays and effects: Hint video ad popup, Level Completion animation still, and a Zone Perfected overlay.
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All Facebook Instant Games require 3 base graphics to be made, which are then automatically assembled into a loading screen for each game. This loading screen looks different depending on what device you are using, and Facebook controls these layouts exclusively; I made a template in Photoshop that would simulate how these base graphics would be dynamically populated so that I could better design them to fit together.
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More UI overlays/menus: the Settings menu, a results popup from completing the Daily Zone, the Stats menu where players can check out their lifetime stats.