About
Astro Lords: Oort Cloud is a free-to-play, science-fiction MMORTS combining construction management with click-and-drag artillery style combat and strategy elements such as exploration, raiding and espionage.
My Responsibilities
As the Art Director and Lead UX/UI Designer for this product, I led a team of four artists, creating UX layouts and UI art while managing the production of 3D assets. I was responsible for creating and implementing the user interface, starting with the PC version and later adapting it for mobile. My role involved close collaboration with design and development teams to solve challenges and ensure a cohesive product vision. Additionally, I provided art direction for the product and oversaw the creation of marketing materials,
Layers of the game
Oort Cloud
The game has four main layers, each with its own gameplay mechanics and features. The highest level is the Oort Cloud. At this level, players can control the movements of their asteroids and explore the asteroids of other players.


Base asteroid
This is the foundational layer of the metagame and progression. Players can build various facilities to mine resources, boost their economy, and produce ammunition for starships. Additionally, players can send scouts to explore space or deploy spies to enemy bases.





Starbase
On this layer, players manage and equip their starships, upgrading stats or repairing them after battles. This layer also allows players to manage and upgrade the Starbase itself. The Starbase defends the player from other players and AI enemies.



Each starship has a commander with their own skill tree and equipment.


Battle Arena
This area was an interactive game mode selector, where players could either fight against enemies or collaborate to play against bosses.

The Battle
A unique solution for the battle was the shooting mechanic, inspired by Angry Birds. Players shoot different ammunition with varying trajectories depending on the shooting power.


Mobile version Case
After releasing the PC version of the game AstroLords: Oort Cloud in 2014, it became obvious that the PC UI/UX doesn't match the mobile guidelines. So, I was responsible for adapting the core game mechanics to comply with the standards and guidelines for mobile devices.

Solution
To achieve this goal, the UI was completely redesigned and became responsive. Information architecture was modified. Graphic assets were optimized. Breakpoints were provided to support tablets. More localization is being supported.

Base Navigation Layout

Back in that time, there was no tool such as Figma, so all of the UI/UX was made in Photoshop. Prototypes were made in InVision. Here is the first iteration of the UX/UI. The final version of the UI may vary.
Base Asteroid. Mobile version
The navigation was divided into different layers based on player personas. The basic available functions focused on the main asteroid activities for more casual gameplay, while the sub-menu provided an additional level of complexity for more skilled players.


Submenu navigation


Battle Arena


The Battle
The battle controls were adjusted to be more accessible for mobile players. All weapons were moved to the left side of the screen.

Icons



PROMO ART
As an Art director, I was also responsible for creating illustrations and promotional art for the game. I leveraged the assets developed by my team to produce illustrations, which was subsequently used across various media platforms.





