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03 / Case study · Interaction & game UX

2340 Snowboarding — Game UX

2340 Snowboarding — Game UX

2340 Snowboarding — Game UX

I solo-developed a retro low-poly snowboarding game in Unity and C#, with controller-navigated menus and playtest-driven iteration.

Role

Solo developer & designer

Timeline

[Dates · duration]

Tools

Unity · C# · [art and prototyping tools]

Methods

Controller flows · wireframes · playtesting

The project in brief

Built: a retro low-poly snowboarding game. Designed: controller-first menus and an original logo. Iterated: through wireframes and playtesting. Evidence: [playtester count · changes · results].

01 / Problem

An easy path from menu to mountain.

I wanted the game’s menus to feel as considered as the ride itself. Working solo, I designed a controller-navigated flow and used playtesting to guide iteration. [Add the intended players, constraints, and the specific interaction problem I focused on.]

02 / Research

Watching how the game feels to play.

Methods / I worked through menu flows with wireframes and iterated through playtesting. [Add session format, tasks, controller setup, and how I captured observations.]

Participants / [N] playtesters. [Add experience levels, recruitment, and the context in which they played.]

Measures / [Add the actual menu-task outcomes, navigation observations, player feedback, and any recorded measures.]

03 / Key findings

The details that shaped the experience.

I used playtest feedback to decide what to change next. [Add the observations that mattered most, the evidence behind them, and how they affected the game.]

01 / [Add insight]

[Describe a controller-navigation observation and the change I made in response.]

02 / [Add insight]

[Explain a second playtest pattern, with the task and context in which it appeared.]

03 / [Add insight]

[Add another insight and any trade-off or unanswered question it raised.]

“[Add a short, verbatim playtester quote.]”

[Playtester ID · task context · permission to quote]

04 / Design process

Menus, mountain runs, and a visual identity.

I designed the menu flow, created wireframes, and iterated on the playable experience. I also developed the logo from reference gathering through hand lettering to the final mark. [Add before-and-after decisions linked to playtest evidence.]

[Alt text: describe the game menu-flow sketches]

01 / Sketches · [Add menu-flow concepts]

[Alt text: describe the controller-navigation wireframes]

02 / Wireframes · [Add controller navigation]

[Alt text: describe the playable menu prototype]

03 / Prototype · [Add the menu in play]

Playable build / [Add game or repository URL]

Giving the game its own mark.

[Alt text: describe your original visual reference board without third-party marks]

01 / References · [Add the visual direction]

[Alt text: describe the original hand-lettering explorations]

02 / Hand lettering · [Add explorations]

[Alt text: describe your final original 2340 Snowboarding logo]

03 / Final logo · [Add original mark]

[Alt text: describe the gameplay and controller interaction shown in the GIF]

Gameplay / [Replace with your gameplay GIF; add a caption explaining what to notice.]

05 / Outcome & results

A game built, tested, and made more considered.

I brought the game, controller-first menu flow, and visual identity together in a solo-developed project. [Add the most important iteration, the evidence supporting it, and the current build status.]

[N]

[Number of playtesters or completed sessions]

[Change]

[Add the key interaction change and its evidence]

[Result]

[Add a validated result, not a projected improvement]

06 / Reflection & next steps

Making the whole thing taught me to zoom in.

Building this solo let me connect interaction design, visual craft, and implementation. My next step is to test [priority interaction] with [target players]. [Add one lesson, a constraint, and a decision I would revisit.]