StarCraft 2.0 - Play StarCraft with Gamepad

Product, Programing, Interactive Prototyping

2023.03

Figma Prototype

INTRO

Redesign the interfaces and interaction for a reboot of Blizzard’s classic realtime strategy game: Starcraft.


Make the game increase the user experience, as well as reduce the difficulty of getting started. Make the game available on multiple gaming platforms and can be controlled through the gamepad.

Gamepad Operation Mode Design

In the first step, I tried to use meta quest Interactable SDK to make a single hand gesture in the scene and connect the gesture to the object. Whenever the gesture is detected to have been successfully made, the item will appear.

Cursor Design

We created the beginning of a system to differentiate selected actions by altering the in-game cursor/crosshair accordingly.

Interface Design

As is necessary in RTS games:
Track resources in the top right
Track objectives in the top left
View the map in the bottom left
View selected units along the bottom
View available actions in the bottom right

User Control Design

The action wheel is limited in its current iteration, with a maximum of 8 possible actions. Adding layers within the action wheel to access more actions could be difficult to navigate between or even to indicate the existence of. We also haven’t made an indication that you can cancel your selection after selecting an action. (Cancel selection and stop action [the leftmost option in the action wheel] are 2 separate options). This could be indicated by changing the “R” thumbstick icon to some form of “Cancel selection” icon paired to the relevant control.

Recognition Design

Our original idea, to save screen real estate, was to hide the unit selection and action wheel menus when no units are selected (and no actions are available, other than to select a unit). However, this could become confusing since RTS players may have become used to seeing these elements and could equate the empty space itself to the fact that no units are selected and no actions are available. Instead, they may think that, with the menus minimized, they still have a unit(s) selected and may try to select an action.

Minimalist Design

By hiding these windows, we can open up the screen for more visibility, an action which Starcraft players have historically not had (unless they play in windowed mode, where they can adjust the window size, but this is not a native/in-game ability and would not be available to console players natively). This design cue is at odds with previous mentions and would need to be iterated, ideated, and A/B tested for veracity.

Iconography

Our use of iconography can be challenging. Some aspects, like resource management, are unique. Other instances, like the Start and Select buttons, play to existing conventions. In other areas, such as the action wheel, standalone icons may not be enough. Some actions (Attack, Move, Patrol, Stop) are simple and easy to understand, but more complex actions or special actions that are specific to certain units, could be very difficult to represent with an icon. However, adding text labels only to certain actions could become confusing. This is another aspect that will need to be A/B tested.

INSIGHTS

A way to play starcraft with preferred gaming controller to enhance gaming experience. (workable with different controllers)

A thriving player base to ensure a vibrant community and a competitive atmosphere

Ensure fairness with different input methods

Smoother and intuitive control schemes

Uniform button settings to avoid conflicts between in-game controls and platform controls

USER PERSONA

© 2024 Oscar Wang

© 2024 Oscar Wang

© 2024 Oscar Wang