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Cookie Points

CookiePointBanner.png
About the Project

"Cookie Point" emerged during my internship as a UX/UI Designer at Nvizzio Creations studio.

Developed within a swift two-month window using Unity, this Casual+ game aimed to replicate the engaging experience of "Two Points," where players connect dots of the same color.

Team Composition

I collaborated with a dedicated team of specialists, including three talented Tech/Game Designers - Maxime Argon, Joshua Grange, and Anne-Laure Caminade. Complementing our efforts were Basile Strang, an Economic Designer, and myself as the UX/UI Designer.

max

Maxime Argon

Tech designer

josh

Joshua Grande

Tech designer

annelo

Anne-Laure Caminade

Tech designer

basile

Basile Strang

Monetization specialist

arthur

Arthur Cabourg

UI/UX designer

My Role

As the UX/UI Designer, my responsibility was ensuring the game's navigability and enjoyable gameplay.

Collaborating closely with the team, I ensured cohesive and user-friendly game mechanics and design. Employing the concept of "juiciness," we enhanced the game with cascading actions and rewarding feedback, amplifying player engagement.

I also conducted extensive user research to distinguish Cookie Point from competitors.

It's important to note that the visual elements are from the Sweet Cookie GUI Pack created by Ricimi.

This asset, available on the Unity Asset Store, significantly contributed to the game's aesthetic appeal and ensured a delightful experience for both adult and younger audiences. My focus remained on simplicity, intuitiveness, and visual allure, aligning seamlessly with the pack's aesthetics.

Ricimi

The Game

Our focus was on crafting a high-quality prototype that prioritized an outstanding first-time user experience. We meticulously designed the first 30 levels, ensuring balanced mechanics and objectives that catered to player preferences and emotions, offering an exciting and rewarding gameplay experience.

Throughout Cookie Point, players encountered diverse and engaging objectives and mechanics, maintaining a fresh and challenging experience. Our aim was to create gameplay that was easy to grasp yet difficult to master, rewarding players' progress with a sense of accomplishment at each level.

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Tools Used
  • Unity

  • Perforce (P4V)

  • Trello

Areas of responsability
  • Early stage game design

  • User Experience (game & UI)

  • User interface layout

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