Redesigning the Information Architecture of a 3-Match Game Level Editor

Intro

This level editor is specially designed for a three-match game. Its main function is to help game designers design levels, calculate values, simulate battles, etc. My task is to analyse the usability of the whole game editor and improve it according to the needs of game designers.


*Due to the game still being developed, the game interfaces now is confidential.

This level editor is specially designed for a three-match game. Its main function is to help game designers design levels, calculate values, simulate battles, etc. My task is to analyse the usability of the whole game editor and improve it according to the needs of game designers.


*Due to the game still being developed, the game interfaces now is confidential.

Time

June 2023 (1 month)

Team

1 UX designer, 2 level designers, 1 developer

My role

Usability analysis, Design system, high-fidelity interface design, interface stitching

Overview

What is Game level editor?

This level editor is specially designed for a 3-match game. Its main function is to help game level designers design levels, calculate values, simulate battles, etc. With the development of the game, many functions need to be iterated and added. The main settings include:

Level Objectives; Remaining Steps; Elements (Core Mechanics, Obstacles, Enemies); Items

My task

Analyze the usability of the whole game editor and design functions according to the needs of level designers.

Product Side Optimization

  1. Add config functions for scalability to support future game volume growth

  2. Streamline board operations and information access for game elements

  3. Integrate rhythm design assistance system (future)

Usability improvement

  1. Board Element Visualization

  2. Information Flow Visualization

  3. Visual editing methods

  4. Filtering: Filtering and searching levels and assets

Old Design vs. New Design

Impact

After development, the redesign has been proven to increase level planning time and has higher usability.

Level planning efficiency improved 20%

Now the number of configured levels has been increased from 5-6 levels / day to 7-8 / day.


* Results from level designers' feedback

Elements search time saved 50%

Now the elements in the element panel are only the one required for the current level.

* Results from user test

Research Process

Competitor analysis

I analyzed current 3-match editors and other game engines or editors to summarize UX design guidelines.

Editor products' UX features

Classic Editor layout
Gray, white and black color
Element Visualization in pannel
Expand actions in right-click panel
Drag-and-drop interactions
Property configurations in lists

Heuristic evaluation

Current program issues
  • Hot zone problems

  • Directory switching jump bug

  • Image and text clarity

  • Property panel configuration could not be synchronized

Usability issues
  • How can the menu increase indexing efficiency?

  • How to set a level to save time?

  • How to interact with the board?

  • How to configure multi-attribute elements?

Information architecture

Trade-offs:In the first design iteration (V1.0), I focused on my own understanding & experience of the editor, but many features weren't actually priorities for level designers. So the second iterations (v2.0) was developed based on level designers' opinions.

Design System

The design system is based on the original guideline. I scaled & revised it with UX standards.

Interfaces

Key learnings

  • Trade-offs: User's needs vs. my solutions: In the first design iteration, I focused on my own understanding & experience of the editor, but many features weren't actually priorities for level designers. The primary users are game designers; it should always be centered around their preferences and needs, so later iterations required closer collaboration with the team to align on what truly mattered.

  • Insights: Editor's product design guideline

    1. Clarify planning requirements

    2. Test the editor to understand its mechanisms and features

    3. Analyze the editor's functional framework to better grasp overall structure and architecture

    4. Study similar competing products and define UX design features

    5. Organize information-heavy interfaces and understand the gameplay (have to know how it works!)

    6. Reusability and consistency as core principles for components design guidelines

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