Selected Works

Selected Works

Shadow Insignia - Narrative Game UI

Shadow Insignia - Narrative Game UI

Skills

UI/UX Design, Wireframing, Prototyping, Typography, Storytelling

Skills

UI/UX Design, Wireframing, Prototyping, Typography, Storytelling

Skills

UI/UX Design, Wireframing, Prototyping, Typography, Storytelling

Role

UX/UI Designer

Role

UX/UI Designer

Role

UX/UI Designer

Duration

4 weeks | Group Project

Duration

4 weeks | Group Project

Duration

4 weeks | Group Project

Tools

Figma, Adobe Ai & Ps

Tools

Figma, Adobe Ai & Ps

Tools

Figma, Adobe Ai & Ps

Tools

Figma, Adobe Ai & Ps

The Problem

Modern multiplayer games struggle with issues like poor accessibility for colorblind players, scheduling conflicts that make coordination hard, and overly complex controls that disrupt gameplay. These challenges reduce inclusivity and limit the social and immersive experience of gaming.

The Problem

Modern multiplayer games struggle with issues like poor accessibility for colorblind players, scheduling conflicts that make coordination hard, and overly complex controls that disrupt gameplay. These challenges reduce inclusivity and limit the social and immersive experience of gaming.

The Solution

The project introduces a narrative-driven multiplayer interface that addresses color blindness through customizable visuals, enables flexible social play with asynchronous features, and simplifies control systems for seamless gameplay.

The Solution

The project introduces a narrative-driven multiplayer interface that addresses color blindness through customizable visuals, enables flexible social play with asynchronous features, and simplifies control systems for seamless gameplay.

Preview

Game Concept

Shadow Insignia

A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.

Key Focuses

Core Features That Define the Adventure

Online Multiplayer

Team up with friends or face rivals worldwide in intense battles and epic missions.

Visual Accesibility

Colorblind-friendly features ensure clear visuals of characters and hazards for all players.

Customizable Gameplay

Craft your strategy by customizing weapons and combining characters for unique challenges.

Preview

Game Concept

Shadow Insignia

A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.

Process

Early Mapping of the Experience

Defining the core gameplay flow, from character and weapon selection to accessibility settings and active game visuals.

Mid-Fidelity Wireframes

Exploring Flow and Functionality

These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Key Focuses

Core Features That Define the Adventure

Online Multiplayer

Team up with friends or face rivals worldwide in intense battles and epic missions.

Visual Accesibility

Colorblind-friendly features ensure clear visuals of characters and hazards for all players.

Customizable Gameplay

Craft your strategy by customizing weapons and combining characters for unique challenges.

Process

Early Mapping of the Experience

Defining the core gameplay flow, from character and weapon selection to accessibility settings and active
game visuals.

Mid-Fidelity Wireframes

Exploring Flow and Functionality

These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Going Forward

High-Fidelity

Key Input and Observations

Ideas into Action

Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.

Embark on Your Journey: Choose Your Path

The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion

In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon

Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!

CUstomize your experience

Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.

Prototype

Design is Where Function
Meets Empathy

This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.

Reflections

Going Forward

Key Input and Observations

Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.

Process

Early Mapping of the Experience

Defining the core gameplay flow, from character and weapon selection to accessibility settings and active
game visuals.

Mid-Fidelity Wireframes

Exploring Flow and Functionality

These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Game Concept

Shadow Insignia

A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.

Key Focuses

Core Features That Define
the Adventure

Online Multiplayer

Team up with friends or face rivals worldwide in intense battles and epic missions.

Visual Accesibility

Colorblind-friendly features ensure clear visuals of characters and hazards for all players.

Customizable Gameplay

Craft your strategy by customizing weapons and combining characters for unique challenges.

Key Focuses

Core Features That Define the Adventure

Online Multiplayer

Team up with friends or face rivals worldwide in intense battles and epic missions.

Visual Accesibility

Colorblind-friendly features ensure clear visuals of characters and hazards for all players.

Customizable Gameplay

Craft your strategy by customizing weapons and combining characters for unique challenges.

Designing for Immersion and Accessibility

This project helped me explore how game interfaces can balance immersion, accessibility, and usability. As the designs evolved from low to high fidelity, I refined layouts for both PC and console players while focusing on clearer onboarding, navigation, and customization. Accessibility features like colorblind filters reinforced the importance of creating inclusive systems without losing the game’s atmosphere.

Reflections

High-Fidelity

Ideas into Action

Embark on Your Journey: Choose Your Path

The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion

In this case, the player sticks with the default character, Sable Shadowheart, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon

Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!

CUstomize your experience

Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.

Prototype

Design is Where Function Meets Empathy

This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.

Reflections

High-Fidelity

Ideas into Action

Embark on Your Journey: Choose Your Path

The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion

In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon

Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!

CUstomize your experience

Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.

Prototype

Reflections

Design is Where Function Meets Empathy

This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.

Shadow Insignia

A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.

Game Concept

Early Mapping of the Experience

Defining the core gameplay flow, from character and weapon selection to accessibility settings and active game visuals.

Process

Mid-Fidelity Wireframes

Exploring Flow and Functionality

These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Going Forward

Key Input and Observations

Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.

Prototype

High-Fidelity

Ideas into Action

Embark on Your Journey: Choose Your Path

The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion

In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon

Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!

CUstomize your experience

Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

ryan.markley@live.com

(919) 818- 4747

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Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

The Problem

Modern multiplayer games struggle with issues like poor accessibility for colorblind players, scheduling conflicts that make coordination hard, and overly complex controls that disrupt gameplay. These challenges reduce inclusivity and limit the social and immersive experience of gaming.

Solution

The project introduces a narrative-driven multiplayer interface that addresses color blindness through customizable visuals, enables flexible social play with asynchronous features, and simplifies control systems for
seamless gameplay.