Aurory
Client
Services Provided
Industry
Company
Aurory, a start-up still in its early stages, had not yet developed a UX department. With no process in place, interfaces were inconsistent and user flows weren’t really considered.
Workflows: Improved production time of interfaces by standardizing processes.
Improved User Experience: Interfaces became consistent, aligning with wireframes and user flows.
Impact: Helped boost player loyalty by improving overall user experience in the game, making it easier to use features with fewer friction points.
From September 2021 to July 2024, I built Aurory's UX/UI department.
Leading a cross-functional team over 4 continents and 6 different timezones, created, coordinated and assured the production of user-flows, wireframes, iconography and UI screens.
Working closely with the game-director, my team and I iterated on improving mechanics and created hundreds of different UI screens across 2 different prototypes.
While the game design documents outlined core mechanics, the wide range of ideas and possibilities from the team needed to be organized. I worked closely with the core-team to understand their intentions, categorize ideas and transform them into a coherent user journey.
Leading co-creation workshops to get a clear understanding of game design intention and thus refine mechanics, I progressively developed high-fidelity wireframes and user flows as the core dev team approached the desired outcomes.
Working with an UI artist and an Art Director, I established guidance to ensure visual consistency.
I co-created and supervised the creation of screens based on wireframes, maintaining visual and functional consistency throughout the creative process.
I also created a graphic bible, which accelerated production and improved the overall quality of the interfaces.
I tackled some inefficiencies in our interfaces by advocating for a modular approach, making screen creation much smoother.
I put together a design system that helped development teams work together more easily while speeding things up.
As a JRPG with dozens of unique playable characters, each with their own skills, abilities, and mechanics, the game required custom icons for each one.
I drafted the initial concepts, which were then reinterpreted and finalized by an illustrator, resulting in the creation of 80+ icons.
As a long-time fan of the Zelda franchise, I have always admired the attention to details brought by Nintendo to both interface design and game environments, particularly their custom glyphs.
Just for fun, I created a custom font for Aurory, which was later used in various elements such as interfaces, environments and characters.
UX / UI Director
Manish Ramloll
UI Artist
Gregory Paire
Creative Director
Maxime Ciccotti
Lead Unity Engineer
Nicolas Vidil
Illustrations
Claire Gary
Thomas Desturges