Firman Osman

Tsum Tsum

UI Challenge:

Redesign Tsum Tsum UI

— CHALLENGE

Redesign a UI gameplay screen for the Tsum Tsum mobile game


— ROLE

UI/UX Designer


— TOOLS

Figma, Illustrator,

Photoshop


— DURATION

5 Days


BACKGROUND

In this challenge, I wanted to redesign the Tsum Tsum gameplay screen with a Space theme.


OBJECTIVES

Design a Space theme for the gameplay screen

Update the User experience if possible

Create prototypes


Disney Tsum Tsum, developed by Line Corporation and released in 2014 has been one of all time popular puzzle games on mobile. I will be looking into how I could redesign the UI and also implement some UX changes.



Original Tsum Tsum

Tsum Tsum redesigned Space Theme

Above is a comparison of the original game with the final redesigned Space Theme version. I will be breaking down how I develop the UI below.

IDEATION

SKETCH

I started coming up with several variations of the gameplay screen, moving some of the key buttons around. One of the areas I am focused on is the location of indicators and whether they take up real estate in the hot spot areas.


I was also picturing the game space as a cockpit of a spaceship. I started doodling control meters and levers that may work with the overall design. I did research on spaceships and toys with space theme to get some inspirations for the sketches.


FLATS

I start creating wireframes with flat colours. Here are 3 variations.

WIREFRAME 1


I have moved the mission objective to the bottom area as I felt it was blocking the Tsums Tsums as they fall in the game view. I envisioned the mission objective as a holographic display that pops up.


I also rearranged the shuffle button to the left and the power button to the right.


WIREFRAME 2


For this variation, I moved the mission objective back to the top and moved the coin meter to the bottom of the screen.


I kept the shuffle and power buttons at their original positions. I slightly bend the Fever meter to make it look more parallel to the ‘cockpit’ view. I am pretty happy with the layout.


WIREFRAME 3


I designed the timer to be more like a space instrument so that it looks less like a button and more aligned with the theme. I also play with colours so that it be more distinctive.


I also added details to the spaceship panels.



COLOUR VARIATIONS

I sampled colours from the original Tsum Tsum game and proceeded to come up with several colour palettes. I decided to go for the purple variation.


FINAL GAME SCREEN

SPACE THEME GAMEPLAY SCREEN

To render the gameplay screen, I exported the working file from Adobe Illustrator to Adobe Photoshop. I added a faded star-filled background to further simulate that the player is looking through a cockpit.


PROTOTYPE

GAME START


Here is a short video of the prototype. This is when you start the game. You can also test the prototype here.



MISSION COMPLETE


Here is a short video of the prototype. This is when you complete a game mission. You can also test the prototype here.







FEVER MODE


Here is a short video of the prototype. This is when you fill-up the Fever meter by either chaining Tsum Tsum, activating the skill or both. The effect I wanted to simulate is as if the player is going Hyperdrive in space. You can also test the prototype here.