Aurory

Building the first WEB3 generation of videogames.

Building the first WEB3 generation of videogames.

Building the first WEB3 generation of videogames.

The Aurory Project is a videogame start-up funded during the 2021 WEB3 ico frenzy.
Composed of a team of 60+ gaming industry veterans, we released a free-to-play immersive JRPG.

The Aurory Project is a videogame start-up funded during the 2021 WEB3 ico frenzy.
Composed of a team of 60+ gaming industry veterans, we released a free-to-play immersive JRPG.

The Aurory Project is a videogame start-up funded during the 2021 WEB3 ico frenzy.
Composed of a team of 60+ gaming industry veterans, we released a free-to-play immersive JRPG.

Client

Aurory

Aurory

Aurory

Services Provided

UX Director

UX Director

UX Director

Industry

Video Games

Video Games

Video Games

Company

Aurory Project

Aurory Project

Aurory Project

Challenges

Challenges

Challenges

Aurory, a start-up still in its early stages, had not yet developed a UX department. With no process in place, interfaces were inconsistent and user flows weren’t really considered.

Outcomes

Outcomes

Outcomes

Workflows: Improved production time of interfaces by standardizing processes.

Improved User Experience: Interfaces became consistent, aligning with wireframes and user flows.

Impact: Helped boost player loyalty by improving overall user experience in the game, making it easier to use features with fewer friction points.

Skills

Skills

Skills

Leadership

Leadership

Strategy

Strategy

User Research

User Research

Conception

Conception

User flows

User flows

Wireframing

Wireframing

Interaction Design

Interaction Design

Prototyping

Prototyping

Context

Context

Context

From 2021 to 2024, I built Aurory's UX/UI department.

Leading a cross-functional team over 4 continents and 6 different timezones, created, coordinated and assured the production of user-flows, wireframes, iconography and UI screens.

Working closely with the game-director, my team and I iterated on improving mechanics and created hundreds of different UI screens across 2 different prototypes.

Methodology Overview

Methodology Overview

Methodology Overview

While the game design documents outlined core mechanics, the wide range of ideas and possibilities from the team needed to be organized. I worked closely with the core-team to understand their intentions, categorize ideas and transform them into a coherent user journey.

Leading co-creation workshops to get a clear understanding of game design intention and thus refine mechanics, I progressively developed high-fidelity wireframes and user flows as the core dev team approached the desired outcomes.

UI

UI

UI

Working with an UI artist and an Art Director, I established guidance to ensure visual consistency.

I co-created and supervised the creation of screens based on wireframes, maintaining visual and functional consistency throughout the creative process.

I also created a graphic bible, which accelerated production and improved the overall quality of the interfaces.

Design System

Design System

Design System

I tackled some inefficiencies in our interfaces by advocating for a modular approach, making screen creation much smoother.
I put together a design system that helped development teams work together more easily while speeding things up.

Iconography

Iconography

Iconography

As a JRPG with dozens of unique playable characters, each with their own skills, abilities, and mechanics, the game required custom icons for each one.

I drafted the initial concepts, which were then reinterpreted and finalized by an illustrator, resulting in the creation of 80+ icons.

For the fun

For the fun

For the fun

As a long-time fan of the Zelda franchise, I have always admired the attention to details brought by Nintendo to both interface design and game environments, particularly their custom glyphs.

Just for fun, I created a custom font for Aurory, which was later used in various elements such as interfaces, environments and characters.

Final Product

Final Product

Final Product

Partial Credits

Partial Credits

Partial Credits

UX / UI Director
Manish Ramloll

UI Artist
Gregory Paire

Creative Director
Maxime Ciccotti

Lead Unity Engineer
Nicolas Vidil

Illustrations
Claire Gary
Thomas Desturges