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ESCape Game Studio

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**Only a select amount of work created during my time at ESCape Game Studio has been included here. The project did end up having to get cancelled.

Description

Expansion of Monster Tower game.

Objectives

  • Help to redesign screens (character selection, main menu, level screen selection)

  • Create stats and leaderboard screens

  • Create full-scale wireframes (Figma and animating certain UI in engine)

Tools

  • Figma (prototyping and wireframing)

  • UI animation

  • Pen / color pencils  and paper

  • GoodNotes

Details

Role: UI/UX Designer (Feb 2025 - July 2025) 

Project Name: Monster Tower 2.0 

Platform: Mobile (iOS & Android)

Genre: Endless Runner

Length: 6 Months

Overview:

The team at ESCape Game Studio were working on a full-featured expansion of Monster Tower. Monster Tower  had already been released, and was only available to play on Android.  Monster Tower 2.0 would have been available on iOS and Android, but during development the project was cancelled. 

Overview
Heroes

Heroes

I was tasked to redesign the "Heroes" screen. The "Heroes" screen is where players can select which character to play as. 

Initial Heroes Screen

This was the initial way players would be selecting one of the characters. There were 21 heroes to select from. I was tasked to redesign this screen.

heroes phone recording.gif

Character selection can be viewed by swiping right or left.

Sketches

Below, are some of the sketches I thought about when thinking about the redesign, I did want to have some way to let players know how many characters there were, and which ones are currently locked.

Final Version

This was the agreed upon iterated redesign sketch of one of my earlier sketches. Lock location is now a different spot. The team later on discussed that the "Daily Reward" would not be in the same location for "Heroes" selection. The implemented version was before the character count was added to the top.

lock final.jpg

Director implemented the lock and arrows. 

arrowsadded.gif
Main Menu

Main Menu

There was open room to add items for the redesign for the main menu because there wasn't that much there to begin with. Items that were added to the main menu was discussed by the team. 

Initial Main Menu

This was the initial main menu that I was given to redesign. 

main menu_screen_.jpg

Sketches

Below, are some of the sketches that were drawn for the main menu, and other agreed items were added to the sketch after the team discussed what else should be included on the main menu.

Wireframes

Early stages of the wireframes.

Final Version

This was the agreed upon sketch for characters that were locked from the start. 

Wireframes

Main Menu

Login Screen 1.PNG
Login Screen Option 2.PNG
Login Screen Option 3.PNG
Login Screen Option 6.PNG
Login Screen Option 4.PNG

Map/ Level Area Idea

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Sign Up Process_Confirm Screen.PNG

Level Screen

The initial level screen had both completed and uncompleted levels together, but if players were at a much higher level, it would take some to scroll to that higher level. The highest level was 100. 

Level Screen

Sketches
These are some other sketches I came up with when I was thinking of other possible design options. I wanted players to have a smoother process when selecting a level, especially if a player was on a much higher level. During this process, I decided to create a "Completed Levels" screen that can be accessed two ways. 

1. Access "Completed Levels" by clicking on the map, and selecting "Completed Levels"
2. Access "Completed Levels" by swiping right on the "Main Menu"

Sketch #1

This option would have images of each level that is featured in level screen, the name of the level, and then show the ratings. 

Sketch #2

Just goes by level number. It will also disply the ratings. 

Wireframes

Alternative methods of how players can view completed levels section of the game. The wireframes pictured below are early stages of the wireframe when thinking about tutorial. The "Completed Levels" background is the same background as the initial level screen. Orange button was to match what was already in place when it came to the orange play button. 

Map Tutorial

Map Pop-Up

Completed Levels

One way players could reach the "Completed Levels" screen. 

Early stage map layout. Only two areas were on the map during that time.

One of the early options that "Completed Levels" screen could be.

Prototyping

I then prototyped the two different ways players could access the "Completed Levels" section of the game.It started from the main menu and would end at the game screen after the replay pop-up screen. 

Leaderboard

Leaderboard 

In the beginning, there was no leaderboard screen featured on the main menu. So, the team discussed that it should be added to the main menu. 

Sketches
Here are a few of the early stage sketches that I came up with when I was thinking of design options. *Not all sketches I had drawn for "Leaderboard" are featured here*

Sketch #1

Kept with the game theme of how the titles are shown.

Sketch #2

Different from the consistent theme that's featured in the game.

Wireframes

Leaderboard
A mix of sticking with the title theme, and also non- theme are featured below. *Not all Leaderboard wireframes are pictured* 

Iterations

Iterated Leaderboard
These were after the team discussed 

Stats

Stats

This was another feature that was going to be on the main menu that was discussed by the team.

Sketches
These are some early sketches I came up with when I was thinking of "Stats". These sketches I stayed with the theme that was already placed in the game where an icon is near the title. *Not all sketches have been included*

stats

Wireframes

Stats
I kept with the theme that was already in place with how the titles would have a banner as well as an icon nearby. 

Testing - Round 1

I had gathered 40 players for the first test. The "Hero" image was switched out for the test. The reason was because players can pick profile picture. The team also didn't get to whether or not players would also be able to have a username. So, for this testing round, I had just named it "Character Name" for testing purposes.
 

Testing - Round 1

Goal

  1. See if players preferred to have a consistent theme when viewing certain UI screens in-game

  2. Consistent color scheme 
     

Players Tested

Metrics

Results

Overall, players wanted to view something different.

 

Pop-Up

  • Majority of the player did not want the to have a consistent theme when it came to a replay pop-up UI screen

 

Level Indicator 

  • Majority of players also did not want a consistent theme when it came to the level indicator  

  • Re-size certain elements on the screen

40
 

Qualitative Feedback  
 

Quantitative Feedback  
 

Pop-Up Screen 

42.3%

Preferred Non-Themed Option

30.8%

Preferred Consistent Game Theme

27%

Preferred Partial Variation Theme 

Level Indicator 

58.8%

23.5%

17.6%

Preferred Non-Themed             Option

Preferred Consistent         Game Theme

 Preferred Partial   Variation Theme 

Testing Round 1 - Iterations

Testing Round 1 - Iterations

 I did iterate designs after compiling the feedback received from the 40 players during testing,  and the team at ESCape Game Studio. 

Testing Round 1 - Iterations
I did iterate designs after compiling the feedback received from the 40 players during testing, and the team at ESCape Game Studio. 

Testing Round 2 - Iterations
Testing - Round 2

Testing - Round 2

For the second round of testing, I had gathered the same amount of players as the first round of testing. Similarly to the first round of testing, the second round of testing had to be extended for about another week in order to get all 40 players. 
 

Testing-Round 2 Iterations

While I was iterating designs from the most recent feedback of the 40 players and team's feedback, this was also around the time the cancellation announcement of Monster Tower 2.0 was given. 
 

Lessons Learned

  • The game's theme doesn't have to always be present on certain UI.

    • Majority of the players didn't want certain UI to match with the theme for one screen

  • ​How to animate UI in the engine.

  • Learned more about tooltips, and assisted with development team on what needed to be included to assist players during gameplay.

Other Projects

During the six month I was there, the director had announced to the team the cancellation of Monster Tower 2.0.

Outcome

Outcome

Results

Overall, players preferred to have an additional solid color that showed the overall stats instead of just having the stats on a blurred end screen. 
 

  • Players found that having additional solid color on top of the blurred background made it more cleaner for players to view

  • Players found it easier to read and understand the results shown 

  • Preferred seeing rounded corners than square corners 

58.5%

Preferred Solid Background With Overall Stats Over Blurred Background

26.8%

Preferred Solo Blurred Background

14.6%

Preferred Solid Color Background + Level Stats Layer

level_complete.png
level_complete.png

*Blurred background was changed for testing purposes. It is not the same as the background in the game. 

level_complete_3.png
Lessons Learned

Note

Blurred background that was shown to players was not the same as the one in-game. Replaced background for testing was to something that was similar. There was one level in the game that had a red background. 

Goal

  1. See if players preferred a blurred end screen to show overall stats.

  2. How solid background do amongst the blurred end screen 
     

Players Tested

40
 

Metrics

Qualitative Feedback  
 

Quantitative Feedback  
 

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