What was the most challenging part about this project?
#Asphalt 8 app not installed install#
Everyone should install the game and try it! We also tried a new approach with vertical scrolls and animations to interact with different layers of content, which is hard to describe but feels really cool. Taking this into account, we rearranged navigation elements, like the old horizontal bottom bars to vertical tabs on the sides of the screen, to make them easier to reach. The old ones were a bit out of sync, so we tried to use the same interaction patterns to make the UI for the new screens more intuitive.įor example, modern devices have more elongated screens than before (think iPhone X vs. I’m happy with how we managed to achieve cohesion between the new screens. Was there a particular feature you found especially important to revamp? And in addition to all these UX revamps, we also introduced a fresh new art style for the UI to make the game feel more modern. These four nodes (the garage, play menu, main menu, and avatar) and their junctions were our focus. We also reworked and decluttered the main menu to create more space for players to feature their cars and brand new customizable avatars!
Players spend a lot of time interacting with their cars-tuning, coloring-so that was the starting point. But there’s still a lot of work and polishing to be done for upcoming updates and a lot of new ideas to test!įor a racing game with more than 300 vehicles, the garage is the most important aspect after the races. The UI/UX team developed numerous interactive prototypes for each node to test new approaches, which is how we managed to reassemble key menus. Of course, each node had its specific problems to be solved. From that moment on we worked in stages, moving from node to node, starting with the ones players spend more time in, like car garage and upgrades. We then defined general user flows and broke everything down into key nodes. So the great design conquest began with tons of brainstorms and competitor analyses. The Design team was given total freedom to come up with proposals of what and how things could be modernized without breaking learned player behavior. It all started more than a year ago with the general idea to improve the Asphalt 8: Airborne experience. How did you and your team approach such a huge project? Even though it’s familiar to older players, it can be confusing for new ones. We’ve been adding new features and enhancing the interface throughout all these years, and the UI inevitably became overcomplicated. Something made five years or even a year ago might be outdated today, including the UI/UX!
#Asphalt 8 app not installed update#
Why did you decide to update Asphalt 8: Airborne’s UI/UX?Īugust of 2021 marked eight years of Asphalt 8: Airborne, which is a considerable age for any mobile game, but games and technologies are evolving extremely fast. Players won’t remember any details though.
It’s self-explanatory, intuitive, user-friendly, and guides players by showing them the shortest way to their goals and ensuring they can get what they need without any mistakes. UI/UX is a combination of various factors-like the screen composition, elements placements, and subtle button flares-that when taken as a whole, create smooth interactions with all the game systems. And as a team lead, I’m responsible for creating a friendly working environment where my team members are able to bring their valuable perspectives to our projects. My name is Anastasiia Pogodina, and I’m the lead UI/UX designer of Asphalt 8: Airborne at Gameloft Kharkiv.Īs a UI/UX designer, my goal is to make players’ interaction with the game as seamless and clear as possible and to enhance their experience every step of the way. Hi, Anastasiia! Tell us a little about yourself and your role at Gameloft.