Elemental Echo Dev Blog_4: UI Flow and Player Onboarding Experience (Mar 31, 2025)
1. Designing for Clarity in a Complex System
As Elemental Echo evolved into a multi-layered tactical game—with distinct elemental classes, a scoring-based Crown system, and destructible bases—ensuring UI clarity became a top priority.
In this sprint, I focused on designing the player flow from game launch to post-match, and planning the combat HUD layout to support moment-to-moment decisions without overwhelming the player.
Our goals:
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Lower the barrier for new players to understand the game
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Communicate real-time battle conditions clearly
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Visually support the tension and pacing of competitive play
2. Overall User Flow: From Menu to Match
We mapped out the complete player journey, which includes:
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Main Menu
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Player profile, tutorial access, settings, lobby creation
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Tutorial Mode (auto-launch on first login)
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Teaches movement, attacks, Crown control, elemental reactions
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Room Setup / Matchmaking
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Select team, configure match rules, ready up
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In-Game HUD and Match
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Post-Match Summary
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Stats, rewards, XP, and rematch options
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Each stage was designed with intuitive progression and modular visuals, so we can adapt for future modes.
3. Combat HUD Structure
The in-game HUD is divided into four key zones:
| Section | Content |
|---|---|
| Top Bar | Team scores, base HP, kill feed |
| Bottom Left | Player portrait, current elemental role, skill cooldowns |
| Bottom Center | Player HP, status effects, Crown possession indicator |
| Bottom Right | Movement ability (Shift), Throwable (E), Ultimate (Q) |
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Skill icons include both cooldown and input label (e.g., "Q", "E")
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Crown state uses a glow frame effect around the HP bar
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Respawn timers for teammates appear as fading portraits above the team UI
4. Tutorial Mode: Teaching Mechanics with Intent
Because Elemental Echo is a competitive game with original mechanics, we created a guided tutorial flow that covers:
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Movement and aiming
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Using each skill input (left click, right click, E, Shift, Q)
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Crown contest logic and scoring rules
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Elemental reaction basics (e.g., Fire + Wind = Flame Tornado)
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Win/loss conditions and respawn mechanics
All tutorial stages use highlighted UI overlays, slow-motion demonstrations, and short narrative voice lines for immersive learning.
5. Feedback and Player Communication
To support situational awareness and real-time feedback, we introduced several UI and audio alerts:
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Crown captured / dropped (with unique icon pulse and sound)
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Base under attack warning (flashes red + audio cue)
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Elemental zone activated (floating icon + minimap ping)
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Low health glow and pulsing HP bar
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Ultimate ready notification (animation and sound effect)
These subtle, layered cues allow players to interpret battle momentum without relying on complex text prompts or menus.
6. Design Reflection
A key takeaway from this phase was the importance of hierarchical information design. We constantly asked:
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What should the player always see?
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What needs to appear only under specific conditions?
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What can be conveyed through motion or color, not words?
By approaching UI like a combat support system, rather than just decoration, we ensure that it reinforces—not distracts from—our core gameplay.
7. Next Steps
In the coming sprint, I will:
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Finalize HUD asset proportions and layout margins for Unity implementation
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Create alternate layouts for testing: Minimalist HUD vs. Detail-Rich HUD
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Begin prototyping the cloak achievement screen and match summary interface
8. References
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Respawn Entertainment. (2019). Apex Legends — HUD layering and ping system
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Riot Games. (2021). Valorant — Skill clarity and minimalism
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Jesse Schell. (2008). The Art of Game Design — Chapters on Interface Design

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