Jump Ultimate
Star Remake
My role: UI,UR, Branding
This aims to investigate the challenges associated with the conversion of dual-screen games into single-screen games. Dual-screen gaming has gained popularity with the advent of technologies like handheld consoles and multi-monitor setups. However, the transition to a single-screen format presents unique obstacles that impact user experience, gameplay mechanics, and visual design.
The Logic
Dual-screen games often possess specialized user interfaces tailored for dual displays, featuring separate elements distributed across screens. Transforming this interface to a single-screen format necessitates comprehensive redesign and repositioning of menus, buttons, and indicators to ensure accessibility and visibility without impeding the gameplay experience. Balancing usability, clarity, and intuitive interactions becomes crucial during this process.
Remake Style
The Style i chose to go with would increase the games UI style and space theam but cut down on the comic/manga style of the game. this gives it a better appeal to international audiences.
Interaction screen
The touchscreen of the Nintendo DS enhances gameplay in a multitude of ways. Its responsive and intuitive nature opens up new possibilities for game mechanics and interactivity. Players can utilize the stylus or their fingers to directly manipulate objects, draw paths, solve puzzles, and more.
The touchscreen enables innovative control schemes, adding depth and immersion to gameplay experiences. It revolutionizes traditional genres by introducing unique gameplay elements, such as drawing spells in RPGs or managing inventory with a simple swipe. Furthermore, the touchscreen encourages creativity and user-generated content, allowing players to design levels, share creations, and collaborate with others. Overall, the touchscreen of the Nintendo DS enriches gameplay by introducing novel interactions and fostering player engagement.
Interaction
screen
The game
Jump Ultimate Star, the DS video game, required the touch screen to fully unleash its potential. The touch screen enabled intuitive character selection, allowing players to quickly navigate through the extensive roster with a simple tap. It also facilitated seamless execution of special moves and team attacks through touch-based inputs, enhancing the fluidity and responsiveness of gameplay. Additionally, the touch screen facilitated the creation of custom teams, providing an easy and interactive way to mix and match characters from different series. The DS touch screen was instrumental in delivering a user-friendly and engaging experience in Jump Ultimate Star.
Wireframe
Home screen
Modernizing the opening screen to better match game that would be played on a lager screen. This keeps the same style but modernizes it to make more appealing to a wider audience.
Victory screen
The original screen didn't give instruction on how to move forward, making player confused and more likely to give up. The old icons didn't were harder to see with the outline taking up much of the space. with the updated version i wanted to give more attention to completed challenges.
Character screen
The original screen was to compact and required both top and bottom screen to see the all the info. Haveing a larger screen gives the ability to maximize the amount of info on the screen. The visual hierarchy was to compact so i gave it more room so the eyes can breathe.
Conclusion
to conclude this project was to show some of the complexitys of transfering a UI system that uses two screens to a one screen system. Keeping the orginal style while also updateing and modernizing it is important to keep the feel and spirt of intact.