Time: October 2023 - Present
Info: Passion project!
How might we transform a mechanics-intensive PC shooter into a mobile-friendly experience?
Intro
VALORANT is an impressive 5v5 character-centric tactical shooter, skillfully crafted by Riot Games. Since I absolutely love the game and its community (go 100Thieves!), I wanted to conceptualize a mobile adaptation of the game. That way, players could carry their favorite game right in their pocket.
Guided by these considerations, my exploration began with three fundamental questions:
>>With these inquiries driving my design endeavor, I embarked on a mission to reimagine Valorant's intricate mechanics for the mobile platform.
Research
Information Architecture
Out of all of Valorant’s features, I wanted to focus specifically on the in-game interface. My previous experience working with Try Again sparked my interest in starting in-game first.
>>By methodically organizing my priorities, I aimed to ensure that the essential elements of Valorant are thoughtfully integrated into the mobile adaptation while maintaining the flexibility to address secondary features in due course.
Keyboard Inputs
In the realm of Valorant, swift reflexes and ingrained motor responses reap their rewards.
The intricate gameplay involves a complex array of around 24 interactive keys at the user's disposal. The majority of these commands pertain to movement functions like crouching, leaping, and sprinting. This distribution tilts heavily towards the keyboard's left side, as players primarily wield their mice with their dominant right hand.
The role of mouse inputs within first-person shooters (FPSes) is of paramount significance. Precision in aiming is the cornerstone, complemented by the aptitude to seamlessly toggle aiming down sights. The ability to swiftly pivot and survey the surroundings assumes equal importance to promptly respond to adversaries.
HUD (Heads-Up Display) Breakdown
Beyond the conventional, "special interactions" such as the spike planting process and engaging with environmental elements on the map constitute vital components of objective-centric gameplay.
Potential Mobile Inputs
I began by evaluating my personal range and grasp, subsequently observing the actions of ten additional players. A thumb interaction heatmap could be developed from all data:
Notable Insights
Player Interviews
My next objective was to delve into the intricate tapestry of player play styles and experiences. I interviewed 10 other players.
I classified the players I interviewed in Valorant according to the duration of their gameplay and their previous gaming background.
Market Analysis
During the interviews, numerous allusions to various other FPS mobile shooters emerged. I analyzed all with greater depth, comparing them to each other.
Prominent mobile FPS games prioritize situating system indicators and settings controls at the screen. Essential attack and movement commands find their place near the screen's lower corners.
>>In unraveling the distinct dimensions of VALORANT players and dissecting ingenious design strategies of analogous mobile shooters, I forged a comprehensive foundation for a user-centric mobile adaptation.
Ideation
I began with designating what controls are on which sides of the screen. In future iterations, placement should be made completely customizable (just like in the game, keyboard inputs can be changed).
Upon rapidly creating a prototype for preliminary field testing, I aimed to gauge the prototype's feasibility. Although I acknowledged the natural arc thumb range as a strong starting point, uncertainties lingered around button sizing and visual element legibility.
As previously mentioned, Valorant uses up to 24 controls on the keyboard. The decision to have all the features grayed out in the first prototype was driven by a deliberate intention to see where users assigned controls on the screen. I created two options, shown below, and took it to user testing.
Player Testing
With player testing, I found both Option 1 and Option 2 to address specific problems.
I thus proceeded with a mixture of both. From Option 1, I took the top portion information split. From Option 2, I took the more rounded out button layout in the lower right corner. The testing also led to some really interesting insights:
Notable Insights
>>These insights from player testing provided a comprehensive understanding of the intricacies of adapting gameplay to the mobile platform. The observations shed light on the nuanced relationship between user behavior, design choices, and the unique challenges that come with crafting an engaging and user-friendly mobile gaming experience.
Final Design (and continuing...)
This is still a work in progress, but I illustrated the ability icons and placed them into the layout. Currently, I'm working on implementing the rest of the HUD, as well as login screens for the app. Stay tuned for more! :)
Reflections
What I could’ve done better:
Lessons Learned
Notable Highlights
Thanks for reading, and stay tuned for the final prototypes!