Camping Cooks

05

Camping Cooks

05

Camping Cooks

05

Camping Cooks

05

role

UI/UX Designer, Interaction Design, Concept Artist

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop, Adobe After Effects

years

2023

role

UI/UX Designer, Interaction Design, Concept Artist

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop, Adobe After Effects

years

2023

role

UI/UX Designer, Interaction Design, Concept Artist

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop, Adobe After Effects

years

2023

overview

Combat Cooks is a multiplayer battle adventure that immerses users in a fantasy world, where they collect ingredients, discover new recipes and serve up tasty orders. Similar to Overcooked, players will travel around the world that have region specific recipes and ingredients. Players will spend the first phase battling monsters and carnivorous plants and collecting ingredients in the wild, such as wild berries, vegetables or seasonings. In the second phase, similar to Cooking Mama, the players will cook the foods step by step to try to obtain the best score.

overview

Combat Cooks is a multiplayer battle adventure that immerses users in a fantasy world, where they collect ingredients, discover new recipes and serve up tasty orders. Similar to Overcooked, players will travel around the world that have region specific recipes and ingredients. Players will spend the first phase battling monsters and carnivorous plants and collecting ingredients in the wild, such as wild berries, vegetables or seasonings. In the second phase, similar to Cooking Mama, the players will cook the foods step by step to try to obtain the best score.

overview

Combat Cooks is a multiplayer battle adventure that immerses users in a fantasy world, where they collect ingredients, discover new recipes and serve up tasty orders. Similar to Overcooked, players will travel around the world that have region specific recipes and ingredients. Players will spend the first phase battling monsters and carnivorous plants and collecting ingredients in the wild, such as wild berries, vegetables or seasonings. In the second phase, similar to Cooking Mama, the players will cook the foods step by step to try to obtain the best score.

goal

My goal was to design a seamless and captivating interface that perfectly complemented the game's bold, dynamic, and comic-inspired art style, making it both simple to navigate and enjoyable for all players.

goal

My goal was to design a seamless and captivating interface that perfectly complemented the game's bold, dynamic, and comic-inspired art style, making it both simple to navigate and enjoyable for all players.

goal

My goal was to design a seamless and captivating interface that perfectly complemented the game's bold, dynamic, and comic-inspired art style, making it both simple to navigate and enjoyable for all players.

role

UI/UX Designer, Interaction Design, Concept Artist

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop, Adobe After Effects

years

2023

overview

Combat Cooks is a multiplayer battle adventure that immerses users in a fantasy world, where they collect ingredients, discover new recipes and serve up tasty orders. Similar to Overcooked, players will travel around the world that have region specific recipes and ingredients. Players will spend the first phase battling monsters and carnivorous plants and collecting ingredients in the wild, such as wild berries, vegetables or seasonings. In the second phase, similar to Cooking Mama, the players will cook the foods step by step to try to obtain the best score.

goal

My goal was to design a seamless and captivating interface that perfectly complemented the game's bold, dynamic, and comic-inspired art style, making it both simple to navigate and enjoyable for all players.

user and gameplay defined research

user and gameplay defined research

user and gameplay defined research

user and gameplay defined research

For this project, I conducted competitor analysis and user research to gain insights into our target audience, which consists of individuals who enjoy cozy, casual, and slightly competitive cooperative games. This research allowed me to define the game's graphics style, level design, and key features that would resonate with our target users.

For this project, I conducted competitor analysis and user research to gain insights into our target audience, which consists of individuals who enjoy cozy, casual, and slightly competitive cooperative games. This research allowed me to define the game's graphics style, level design, and key features that would resonate with our target users.

For this project, I conducted competitor analysis and user research to gain insights into our target audience, which consists of individuals who enjoy cozy, casual, and slightly competitive cooperative games. This research allowed me to define the game's graphics style, level design, and key features that would resonate with our target users.

For this project, I conducted competitor analysis and user research to gain insights into our target audience, which consists of individuals who enjoy cozy, casual, and slightly competitive cooperative games. This research allowed me to define the game's graphics style, level design, and key features that would resonate with our target users.

From my research, these were the key challenges that I identified after conducting user interviews and a competitor analysis:

  1. Game Start: Designing an intuitive way to a start menu screen and character selection screen with clear information on skills and stats, facilitating informed decision-making for players


  2. In-Game Navigation: Convenient access to quests, inventory, and the map to enhance players' exploration experience in the game world


  3. Art Style: Creating a bold and dynamic art style that immerses players in an engaging and stylized game environment, fostering a sense of connection with the world.

From my research, these were the key challenges that I identified after conducting user interviews and a competitor analysis:

  1. Game Start: Designing an intuitive way to a start menu screen and character selection screen with clear information on skills and stats, facilitating informed decision-making for players


  2. In-Game Navigation: Convenient access to quests, inventory, and the map to enhance players' exploration experience in the game world


  3. Art Style: Creating a bold and dynamic art style that immerses players in an engaging and stylized game environment, fostering a sense of connection with the world.

From my research, these were the key challenges that I identified after conducting user interviews and a competitor analysis:

  1. Game Start: Designing an intuitive way to a start menu screen and character selection screen with clear information on skills and stats, facilitating informed decision-making for players


  2. In-Game Navigation: Convenient access to quests, inventory, and the map to enhance players' exploration experience in the game world


  3. Art Style: Creating a bold and dynamic art style that immerses players in an engaging and stylized game environment, fostering a sense of connection with the world.

From my research, these were the key challenges that I identified after conducting user interviews and a competitor analysis:

  1. Game Start: Designing an intuitive way to a start menu screen and character selection screen with clear information on skills and stats, facilitating informed decision-making for players


  2. In-Game Navigation: Convenient access to quests, inventory, and the map to enhance players' exploration experience in the game world


  3. Art Style: Creating a bold and dynamic art style that immerses players in an engaging and stylized game environment, fostering a sense of connection with the world.

creating structure for game play

Upon establishing the gameplay and user experience, it became evident that developing user flows for both single and multiplayer enthusiasts was essential. Drawing insights from various single-player and multiplayer games, as well as split-screen mechanics, played a pivotal role in shaping my direction. These insights helped to identify strategies for Camping Cooks to effectively structuring the game.

paper wireframes

paper wireframes

paper wireframes

paper wireframes

lo-fi prototype

lo-fi prototype

establishing visual design

It was important for me to build a stylized game world through illustrations, environment, and UI assets. Keeping our target audience in mind, I designed UI assets to aid in world building, leading to the definition of a bold and dynamic art style.

establishing visual design

It was important for me to build a stylized game world through illustrations, environment, and UI assets. Keeping our target audience in mind, I designed UI assets to aid in world building, leading to the definition of a bold and dynamic art style.

establishing visual design

It was important for me to build a stylized game world through illustrations, environment, and UI assets. Keeping our target audience in mind, I designed UI assets to aid in world building, leading to the definition of a bold and dynamic art style.

establishing visual design

It was important for me to build a stylized game world through illustrations, environment, and UI assets. Keeping our target audience in mind, I designed UI assets to aid in world building, leading to the definition of a bold and dynamic art style.

UI kit // branding

HUD // platformer phase

map // level select

UI kit // branding

HUD // platformer phase

map // level select

UI kit // branding

HUD // platformer phase

map // level select

character selection

Since the game primarily operates as a single-player experience, I recognized the importance of designing an intuitive "onboarding", which is basically the character selection screen.


The arrangement of information, such as skills, stats, and splash art, plays a crucial role in helping users make informed decisions.

character selection

Since the game primarily operates as a single-player experience, I recognized the importance of designing an intuitive "onboarding", which is basically the character selection screen.


The arrangement of information, such as skills, stats, and splash art, plays a crucial role in helping users make informed decisions.

character selection

Since the game primarily operates as a single-player experience, I recognized the importance of designing an intuitive "onboarding", which is basically the character selection screen.


The arrangement of information, such as skills, stats, and splash art, plays a crucial role in helping users make informed decisions.

character selection

Since the game primarily operates as a single-player experience, I recognized the importance of designing an intuitive "onboarding", which is basically the character selection screen.


The arrangement of information, such as skills, stats, and splash art, plays a crucial role in helping users make informed decisions.

in-game navigation

I prioritized the development of a user-friendly interface that allows players to easily access quests, inventory, and the map as they explore the game's world.

in-game navigation

I prioritized the development of a user-friendly interface that allows players to easily access quests, inventory, and the map as they explore the game's world.

in-game navigation

I prioritized the development of a user-friendly interface that allows players to easily access quests, inventory, and the map as they explore the game's world.

in-game navigation

I prioritized the development of a user-friendly interface that allows players to easily access quests, inventory, and the map as they explore the game's world.

conversation screen

conversation screen

conversation screen

conversation screen

in-game inventory // map navigation

in-game inventory // map navigation

in-game inventory // map navigation

in-game inventory // map navigation

game start // main screen // settings

game start // main screen // settings

game start // main screen // settings

game start // main screen // settings

the next chapter

While this project started as a personal exploration into UI/UX design for games, my ultimate vision is to see it evolve into a full-fledged product launched on platforms like Steam. Based on a few user interviews I conducted, there is potential for the game to become a casual, cozy, and engaging exploration experience. I look forward to further refining and developing the game to achieve this goal.

the next chapter

While this project started as a personal exploration into UI/UX design for games, my ultimate vision is to see it evolve into a full-fledged product launched on platforms like Steam. Based on a few user interviews I conducted, there is potential for the game to become a casual, cozy, and engaging exploration experience. I look forward to further refining and developing the game to achieve this goal.

the next chapter

While this project started as a personal exploration into UI/UX design for games, my ultimate vision is to see it evolve into a full-fledged product launched on platforms like Steam. Based on a few user interviews I conducted, there is potential for the game to become a casual, cozy, and engaging exploration experience. I look forward to further refining and developing the game to achieve this goal.

the next chapter

While this project started as a personal exploration into UI/UX design for games, my ultimate vision is to see it evolve into a full-fledged product launched on platforms like Steam. Based on a few user interviews I conducted, there is potential for the game to become a casual, cozy, and engaging exploration experience. I look forward to further refining and developing the game to achieve this goal.

takeaways

Throughout this creative side project, my primary focus was on art direction and the creation of UI art assets. This experience allowed me to work with industry-standard programs, create ready assets, and gain a deeper understanding of designing UI kits specifically for game interfaces.

takeaways

Throughout this creative side project, my primary focus was on art direction and the creation of UI art assets. This experience allowed me to work with industry-standard programs, create ready assets, and gain a deeper understanding of designing UI kits specifically for game interfaces.

takeaways

Throughout this creative side project, my primary focus was on art direction and the creation of UI art assets. This experience allowed me to work with industry-standard programs, create ready assets, and gain a deeper understanding of designing UI kits specifically for game interfaces.

takeaways

Throughout this creative side project, my primary focus was on art direction and the creation of UI art assets. This experience allowed me to work with industry-standard programs, create ready assets, and gain a deeper understanding of designing UI kits specifically for game interfaces.