Combat Board

Combat

Board

From Sunderfolk to Shadowstone

On Shadowstone, I've had the opportunity to own the UX/UI across different stages of development, working closely with designers, artists, and engineers to bring ideas from early concepts into the game.

In this case study, I'll walk through the evolution of Shadowstone's combat experience—from its Sunderfolk roots to a PC-first interface—and how continuous iteration and QoL improvements shaped the final experience.

Role

UX/UI Designer

Feature

Owner

Tools

Figma, Unity, Adobe Creative Suites

Problem

How do we preserve the clarity of Sunderfolk's shared-screen experience while creating Shadowstone's faster PC combat experience?

Research

Competitive Analysis

Understanding the spaces players need

I looked at how strategy and deck-building games such as TFT, Slay the Spire 2, and Root organize information and player interactions.

Key Takeaway

Players need a clear distinction between what they are playing on and what they are planning with.

Guiding Principles

Play Space

Understand the current state of combat.

Planning Space

Make decisions, inspect information, and prepare actions.

Design

Snappier Gameplay

I focused on designing around the player's attention, starting by intentionally creating free space within the interface. This allowed the UI to breathe while making important elements easier to identify.

Gameplay flow

I mapped the most common gameplay actions and looked for unnecessary movement between them.

Concepts:

My first concept focused on these things:

Creating Space

Removing Unnecessary Steps

Accessible Information

Designing for Growth

Testing

The design wasn't finished when the mockup was.

A major part of the process was testing these changes in actual gameplay. Playtesting exposed problems that weren't always obvious in static designs.

Center Hub

Reorganized its centered visual dominance so it wouldn't compete with the primary gameplay space.

Spell Actions

Increased emphasis and clarity around available actions with color coded highlighting.

Inspect Hubs + Tooltips

Added detailed information out of the primary UI while keeping it easily accessible. Allowed players to keep important information visible when they needed it.

Solution

Solo vs Party

Engaging experiences that remain informative and clear for all players.

Accessible Information

10% Main screen & 90% Personal screen

Align & Ready-Up

Players gather at the center of the gates to vote on their choices collectively.

Next Steps

Next

Steps

Shadowstone's combat experience continues to evolve through player feedback, playtesting, and iteration. Each round of feedback helps us identify what can be clearer, faster, or more intuitive, from small improvements to larger changes in layout and interaction flow. 

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