Designing & prototyping an engaging and replay-able survival dungeon-run card game

Protothon 2024 ✽ UX Designer ✽ Spring 2024

Image showing two different screens of the gameplay
Role
UX Designer
Team
2 UX Researchers
1 UX/UI Designer
Tools
Figma
Context
Protothon 2024 is a global UX hackathon that challenged 650+ participants to design for a variety of diverse tracks.
Protothon 2024 had 4 different tracks: Classic, Enterprise, Space & Time, and Gaming. Something that brought my group together was our love for video games. For many of us, this was our first hackathon, and we wanted to do something fun— naturally we decided to participate in the Gaming Track.
Problem
Our task was to design either a mobile or desktop survival video game concept that has re-playability at it's core. We had 28 hours.
In order to create an engaging and replay-able game, there were many ideas and themes our team needed to be mindful of as well as design for. For example:

➺ Storytelling of Game's Story: Does the player have a backstory? What is their mission?
Environment: How does the environment shape the player's gameplay and decisions?
➺ Short Term vs Long Term Goals: What kind of objectives and goals does the play have?
➺ Multiplayer vs Solo Experience: Consider if solo or multiplayer is best for our purposes and how it will affect development of gameplay.
➺ Replay-ability factors: Some elements that promote replay-ability are random events and diverse gameplay paths.
Solution & Outcomes
Introducing... Corporate Conquest! A survival dungeon-run card game.
In this game, you play as one of a variety of different animals looking to climb the corporate ladder. Your ultimate goal is to reach the top and become CEO of the animal kingdom!

You must study hard and pass interviews to move up in the world. Each level involves you interviewing for a new position where you must answer the NPC in the best way possible.

Each turn, you can play 1-3 cards that have different attributes and bonuses. Try to play the best card or best combination of cards!
Frame of gameplay
Scroll to learn about the process
Process
In order to decide what type of game to design, we had to research replay-ability and talk to users.
Our initial research began with discovering genres of games that have high replay value, and to compare what features contributed to that.

Roguelikes: Roguelike games have high replay value since they have increasing difficulty with progression and even have progress reset on failure. They also have procedural (random) generation of maps and pathways.
Card Games: Card Games have high replay value due to the high amount of luck involved with players' moves, contributing to diverse gameplays each time.
User Interviews
We conducted 3 exploratory interviews to see what users' sentiment toward survival games are.
Some of the questions we asked were: 1) What are your thoughts on survival games? 2) What games do you often come back to? Why?
Qualitative insights from interviews:

➺ Survival games are unique from other games because they have a survival mechanic.
➺ Players enjoyed playing games that have a variety of different and engaging mechanisms introduced by new and frequent updates.
➺ Players often returned back to games that had a fun and interesting story.
Initial Brainstorming Mock-ups and Concept Testing
After brainstorming potential game designs, we conducted concept testing with 12 users through surveys.
We presented users with mockups of the overall game map with specific dungeon maps. Notably, we also showed 3 different mockups of the potential gameplay mechanic. Without many annotations or details, we wanted users to try to understand the game idea simply through our mockups.
Mockups for the game map and the dungeon map3 different concept mockups for the gameplay
The main takeaways we got from concept testing were:

➺ Users appreciated the variety of elements that the game had such as card types, boss personalities, and special effects.
➺ Users expressed affinity towards the cute design choices and narrative humor in the game especially since we were tackling a sensitive and painful concept of job hunting.
Design Challenges
Designing & prototyping an interactive game on Figma was much more challenging than I had anticipated.
My role focused on designing the card UI and implementing prototype interactions. Meanwhile, the other designer created illustrative assets, and I collaborated with them to ensure their assets integrated smoothly into the prototype.

In Figma, I utilized components, variants, variables, and Boolean properties for prototyping, allowing players to hover, click, and unclick on cards naturally.
Frame showing gameplay where multiple cards are highlighted and one is hovered over.
In our prototype, you can also win or lose depending which cards you play. Naturally, the first turn does impact the second turn. Figma's variants and variables allowed us to create different pathways in the same prototype.
The lose screen where a white rabbit tells you "You did not get hired, newbie job hunter. Try playing again!"
Final Designs
Our game design
Dungeon Map
In each map, there is a boss that needs to be conquered before entering the next map. There are also mystery spaces where you may experience something different each run!
Map of one of the dungeons where there's different pathways to take.
Gameplay
Select the best card or the best combination of cards that will impress the interviewer!
Frame showing gameplay where multiple cards are highlighted and one is hovered over.
Rewards Page
After an interview, you may choose 1 out of 3 rewards. This makes each run of the game different and fun!
Rewards screen where you have 3 options to choose from.
Win! (Or Lose)
If you impress the interviewer of your skills, you beat the boss by getting hired!
The win screen where a white rabbit tells you "Wow, you got hired! Thanks for playing!"
Prototype
Take a look of Corporate Conquest!
This prototype was fully created on Figma.
GIF of the game prototypeClick to Play Prototype
Reflections
Things I learned designing a game
Designing a game is much harder than it looks. As a long time gamer, I have so much appreciation for game makers. Trying to design a new and fun game is difficult since there's so many different directions and themes you can go. A good game really requires bringing together different perspectives in order to think through all the different possible choices.

Prototyping a game on Figma is possible. I was always intimidated of game design since the main tool I use is Figma, and I wasn't sure how Figma could create a super interactive and dynamic game prototype where players are constantly making a variety of diverse choices. However, through asking for help from another team member as well as looking online for resources, Figma made Corporate Conquest a visual reality!
Award
First Place Team 🏆
First Place Certificate for Protothon 2024
This was overall a super fun game project to create with my friends and I'm proud of us for getting first!