Introduction
Amerli war Zula is a free-to-play online first person shooter. In Zula you will discover real unique locations as Istanbul, Northern Iraq and other places in the Middle East, as well as indoor maps. Ten maps are available for now, all of them have their own particularities and offer a unique challenge. You will totally immerse yourself in the world of Zula thanks to very realistic graphics.
ROLE
UX/UI designer
DURATION
11 months : 2018.01~2018.12
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The Problem
Players, particularly new players, can have trouble navigating such a dynamic game like Amerli war. This type of obstacle has shown to discourage player from continued gameplay and enjoyment.So, how might we give players a welcoming experience using the companion app and help introduce them to the many different aspects of the game, all while building a community around said experience?
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From User Testing ...
After user testing we found that… Special operations, are missions, with a set of objectives, for players to complete within a week in order to get achievement badges, in-game rewards, or XP. Players can complete these by themselves, but this feature encourages them to play with others, whether to get an XP multiplayer or cooperative- dependent badges.
Brainstorming
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From players survey we explored the circumstances of how Spec Ops changes the experience for different types of players when using the app.
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We decide to focus on the experience of new players when developing Spect Ops since the potencial impact of onboarding is most likely to benefit this type of user.
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The sequence was created in order to visualize a scenario that a new user would experience when using Spect Ops, and illustrate how are concepy fits into their lives
Game mockup
This is mockup, for how an ingame, object appraisal system may function. The users will discover items, such as weapons and trinkets, as part of the gameplay experience the user must appraise these items, in order to reveal statistics related to the said item, such as its strengths / weaknesses, elemental affinities and if the item has some kind of curse attached to it.




Usability Testing Result
“Most of our testers didn’t fully grasp the game concept early on. Even though Amerli war is designed to help onboard people into game, we neglected onboarding users to the app experience itself.”
“Social interaction is shared motivator to play Amerli war among the participants we interviewed. Inviting friends was the most imprtant thing they saw with anexperience like this.However, the ability to add players is hidden at the buttom ofthe page and isn’t offerd early enough for it to be universally comprehended by our participants.”
“Players sometimes use achievements for personal collection purposes. Looking at other players, they’re more motivated by seeing what achievements that they and others have accomplished in order to create a social connection..”
Game Logo & Icon Design












Final Design


