From Architecture to User Experience
In this module, I moved from basic mechanics to complex systems. I learned how to analyze the "invisible architecture" of games (MDA Framework), how distinct systems communicate with each other, and how to design the first point of contact with the player: the User Interface (UX/UI).
Beyond the key highlights presented below, this module also covered:
Mobile Market Analysis: Comparative breakdown of three Endless Runners (Lara Croft: Relic Run, Ultimate Sackboy, Zombie Tsunami) and a mechanic analysis of Mighty Doom.
Game Flow Logic: Visualizing the game loop and progression systems of Helldivers 2.
Unity Development: Solo prototyping of an endless runner mechanic.
Capstone Project: This module culminated in the development of Jupiter Loop (see dedicated project page).
(The complete documentation and videos for these projects are available in the Archive linked at the bottom of the page)
System Architecture
Focus: Interconnected Systems & Feedback Loops
I analyzed how different game systems interact to create depth, focusing on the input/output relationship between distinct mechanics in three major titles.
Cult of the Lamb (Economy to Combat): Analyzed the connection between the Follower System (Management) and Dungeon Combat. Specifically, how the "Demonic Summoning Circle" converts economic resources (followers) into combat advantages (demons) .
Banishers: Ghosts of New Eden (Combat Synergy): Examined the dual-character system. Mapped how Red’s physical attacks (e.g., "Mark of the Huntress") create openings for Antea’s spectral abilities, encouraging a seamless switching loop .
Mario Kart Wii (Physics & Balancing): Studied the conflict between Speed Power-ups and Off-road Malus, identifying how track design forces players to balance the risk of shortcuts against the penalty of terrain physics.
UX/UI Analysis
Focus: Visual Hierarchy & Thematic Immersion
I conducted a usability and aesthetic analysis of Diablo IV's main menu to understand how UI guides player behavior while maintaining immersion.
Visual Hierarchy: identified how typography is used to direct attention—using uppercase fonts for primary actions ("START GAME") and lowercase for secondary options, creating an intuitive navigation path .
Thematic Consistency: Analyzed how the "Gothic" aesthetic is maintained through UI elements, color palettes, and ambient effects (lighting/shadows), ensuring the interface feels like part of the game world rather than an overlay .
Functionality: Evaluated the grouping of options (Character Selection vs. Game Settings) to ensure a seamless user flow.
Framework Analysis
Focus: Deconstructing Bloodborne
I applied the MDA (Mechanics-Dynamics-Aesthetics) framework to Bloodborne to understand how specific code rules evoke complex emotional responses.
Mechanics (The Rules): Identified core rules such as the scarcity of healthy NPCs (who stay behind doors) and the high density of hidden enemies .
Dynamics (The Behavior): Analyzed how these mechanics force the player to behave cautiously and feel isolated, creating a dynamic of "quarantine" and fragility .
Aesthetics (The Experience): Concluded how this chain results in the specific aesthetic of "Dread" and a "Sick World," successfully conveying the narrative theme through gameplay rather than just cutscenes.