Cookie Points

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.

Maxime Argon
Tech designer

Joshua Grande
Tech designer

Anne-Laure Caminade
Tech designer

Basile Strang
Monetization specialist

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.

Tools Used
-
Unity
-
Perforce (P4V)
-
Trello
Areas of responsability
-
Early stage game design
-
User Experience (game & UI)
-
User interface layout