re:Evolution
ROLE
UX/UI Designer & Engineer
ABOUT
I had the opportunity to work on the re:Evolution prototype stage, piecing together ideas from members of Salford and Cambridge Universities. The development was teacher-led to maximize the
YEAR
2022
PARTNERS
University of Cambridge, University of Salford
TOOLS
Unity Engine, Adobe Suite
DEVELOPMENT SHOTS

DEVELOPMENT KEYNOTES
THE COMPLEXITY OF THE IDEA
Inspired by Sid Meyer's Civilisation games, re:Evolution aimed to appeal to children as a creative experience with a strong learning outcome, however, history must follow its course. One of the toughest challenges was to find the balance between the freedom and creativity of a game and the reality of events.
From a development perspective, the game model was especially heavy on quantitative datasets which were passed into the UI. There was a fine line between showing the exact data and overwhelming the interface, and adjusting/creating our metrics to represent the data minimally. It is important to mention that the game was aimed at mobile and tablets primarily, so the screen size was extremely limited.
FAST ITERATION
The prototype phase lasted 3 months at the end of which we shipped a proof of concept application that included the core features of the game. Considering the inspiration and the genre of the game, these features were almost entirely UI-based. Although the development was not aimed at performance, I tried to create an open, clean system that could be reused in future implementation, when the game would move to production.
As both the designer and one of the engineers on the project, it was relatively easy to know what the next steps were. However, this required some management skills and I decided to use Trello to track my work.
