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Features

Below are a few UIUX features from NBA Mobile.
Scout Screen
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Screen Wire
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Screen filled with game art
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Original Screen
The Scout Screen in our game was a bit overwhelming. Users are given a lot of information all at one time. As the seasons have gone on, more items have been glued to this screen, often times using unique components. When I went in to re-organize the screen, my first thought was, what are the most important things that a user has to know? With that in mind, the screen began to be reconstructed with assets from our component library.
Reward items
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Screen Wire
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Screen filled with game art
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Original Screen
When an existing user loads into NBA Mobile, they are instantly greeted with several consecutive pack popups. It is annoying, and takes a lot of time just to enter normal gameplay due to having to open so many packs. This was my pitch to consolidate all of the rewards into one alert window, and avoid opening each individual pack.
LINEUPS
New Screen
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Original Screen
The lineups screen is a very complex and intense screen by nature. This is where a user will manage all of their players, chemistries, boost items, jerseys, courts, etc. Our goal was to find a way to make the screen more digest-able  and make it so that a user can come in, and effectively manage their rosters.
Animated ui
This animation was a pitch as to how we could allow players to edit their lineup without switching through multiple screens (like in our games current state). I wanted to maximize the efficiency of swapping a player out for a new one and confirming your lineup/entering gameplay.
Animated ui
This mockup was used to pitch the idea of using base UI animations to enhance the user flow. Rather than having users jump from screen to screen to select a tournament, a user can instead click through all of the available tournaments without leaving the screen.
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