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Spec ops the line multiplayer

This project was a multiplayer variant from the Spec Ops the Line single player campaign. One of the main components that made this game unique was the application of sand avalanches that were to be used as weapons by the players. I was a lead artist on this project and was tasked to maintain the visual design and quality of the levels and art assets. 

Spec Ops the Line: Project Overview

My Role:

Lead Artist

Team:

Team Size:

Varied 18-30

Duration:

7 months

Deliverables:

I was responsible for Flow Charts, Wireframes,  Play Testing Results, Iconography, and Final UI Design Review, Textures.

Process:

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Discovery

Research
Evaluation of product

Technical limitations

Technical requirements
 

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Define

Flow diagram

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Ideate

Sketches
Wireframes
Brainstorming
Play testing

Game mechanics

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Design

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Final Design & Launch

Mock ups
Visual design consistency
Play testing

Texture flats

UI review of levels
 

Tools:

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Accomplishments:

This project was handed off to us in mid development from another company and the UI was not very organized. So I helped to sort out the UI functionality and work flow while working within the limitations of what was handed to us, without the ability to start over. We successfully were able to reduce the unnecessary number of clicks the player would need to utilize to navigate.

 

My involvement overseeing the visuals within each level helped tie the levels together through the consistency of the texture style. 

Challenges:

One of the biggest issues the hand off of this game project to us from another company in mid development. We were constrained to work with what had already been developed with not much wiggle room to make needed changes. 

We also had to work with outdated unreal 3 native UI tools.

Site Map

Spec Ops the Line: Site Map

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The site map was made from the existing version of the game and modified and updated as needed. 

Wireframes

Spec Ops the Line: Wireframes

The wireframes created for the multiplayer menu system can be seen below. They visualize the PC navigation system. The Xbox and PS3 controls are not displayed here, but the navigation options are similar but access is through the controller and not a keyboard. Once the wireframes were designed, they were laid out to show the user flow between pages.

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Play Testing

Spec Ops the Line: Play Testing

Typical Questions asked:


Did you feel any weapon was over powering
How did you feel about the avalanches

How did you feel about the level layout
Did you know what to do

Was anything confusing
Did you know how to use the controls
Were you able to learn how to play quickly
What did you like
What would you do different

What were your thoughts about the game

What were your thoughts about the game play

Was there enough time to complete the task

What is the objective of the game

Is there any information that would have been useful to you before starting

Was it fun 

Weapon Specific Solutions:

The rocket launcher turned out to be too powerful. So adjustments were made such as: increasing the cool down time of rocket fire, limit the number of rocket launchers and ammo available in map, and reducing the effect area. 

Types of Issues and Solutions:

Issue:    

Balancing the avalanches so they were useful and successful in their intent, based on level task. 


Solution:    

In some tasks, the avalanches wouldn’t do any damage to players protecting them. So the level was adjusted by:
increasing the number of obstacles around the avalanche which forced the players to move closer to the avalanches to defend them. 

  • Offering up better weapons and power ups in close proximity to the avalanche. 

  • Adding cannons close to the avalanches so players protecting it were not getting picked off by players from a great distance and so players had a better chance of setting off the avalanche. 
     

Issue:    

Levels were not properly balanced for even gameplay.


Solution:    

Heat maps were employed for level balancing. The heat maps showed that the avalanches could be too close together or too far apart resulting in unfair advantages when defending or attacking avalanches. If they were too far apart they were too hard to defend. While defending, strategies were put in place to move enemies closer to balance out the fight, such as ability to destroy an avalanche. 

Iconography

Spec Ops the Line: Iconography

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UI Design

• Iconography

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Spec Ops the Line: UI Design

The icons I worked on above can be seen below in use in the UI. Wireframes and assets of the UI were handed off to the artists to be implement into the UI, I was responsible for reviewing and verifying consistency with the parent product and correct implementation and functionality. 

All works are © 2016 Karen Sanok

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