WarBot:

Pivoting a Game Concept with User-Centered Research

An academic project that began as a complex robot-building game and transformed into a simple, luck-based card game through foundational research and iterative playtesting.

My Role

UX Researcher, Concept Artist, Animator

Team

Annmary Ibrahim, Phieford Nash

Timeline

3 months

Tools

Paper Prototype, Figma, Unity, Adobe After Effects

The Final Concept

The culmination of our research and design was this promotional trailer, which I animated and produced. It showcases the core gameplay loop, the art style, and the high-energy feel we aimed for based on our research.

The Challenge: Balancing Engagement and Convenience

Our initial goal was to design a compelling robot-building and combat game for mobile. The core question we had to answer was:

"How might we create an engaging game that respects players' limited time and avoids frustrating complexity?"

My Role & Contributions

Foundational Research

Conducted user interviews and synthesized findings via affinity mapping to identify key user pain points and desires.

Prototyping & Testing

Created paper prototypes and facilitated playtesting sessions, gathering critical feedback that led to our project's pivot.

Game Design

Co-developed the core "rock-paper-scissors" game mechanic (Force > Speed > Agility) during brainstorming sessions.

Asset Creation & Animation

Designed all "Force" type robots and pivoted to create the final animated concept trailer to showcase the game's vision.

The Process: A Journey to Simplicity

Our design process was driven by a constant feedback loop, which guided us to a stronger final concept.

1. Discovering User Needs

We interviewed gamers to understand their habits, motivations, and frustrations with mobile games. This revealed three crucial insights:

Dislike of Financial Barriers

A strong disdain for "pay-to-win" mechanics and gambling, viewing it as unfair to those who "grind to get better."

Time-Conscious Players

Users prefer "quick and fast-paced games" that fit into "short bursts" of 30-60 minutes.

Value of Simplicity

Complex controls are a major pain point on mobile, as phone screens are "not the best suited device for it."

2. Ideation & Early Testing

Initial Concepts:

Our initial concepts involved complex mechanics like modular building and a stamina point system. To test this, I created a low-fidelity paper prototype and we ran playtesting sessions. The feedback was immediate and decisive.

Paper Prototype Feedback:

  • The "stamina gamble" system was confusing to new players.

  • Core mechanics felt too involved for a casual mobile experience.

  • The game contradicted the desire for a quick, hop-in/hop-out session.

3. The Data-Driven Pivot

The feedback from our paper prototype was the turning point where our assumptions met reality.

It became undeniable that our initial, complex design was a major pain point that failed to align with our foundational research. We were building a game for ourselves, not for our users. This realization prompted the most critical decision of the project: to pivot entirely.

The Problematic Initial Concept

  • Complex stamina and point-based gambling mechanics.

  • Heavy focus on intricate robot customization.

  • Longer, more strategic gameplay sessions.

  • This directly contradicted our research findings that users wanted fast, simple, and fair mobile games.

The User-Validated Pivot

  • Stripped away all confusing mechanics based on direct user feedback.

  • Elevated the simple, fun "rock-paper-scissors" core mechanic.

  • Shifted focus from complex building to the joy of collecting cool robot designs.

  • This new direction was simpler, more engaging, and perfectly aligned with our target audience's needs for a quick, casual experience.

The Solution: A Fast-Paced Card Battler

The final concept, WarBot, is a competitive deck-building game for iOS & Android designed for casual gamers who want a quick, visually exciting experience. The culmination of our research and design was the promotional trailer, which I animated and produced. It showcases the core gameplay loop, the art style, and the high-energy feel we aimed for based on our research.

Core Gameplay

A simple "rock-paper-scissors" system (Force > Speed > Agility) where the higher-value card wins.

Light Customization

Players use won cards to "build" new robot cards, adding creativity without bogging down the core loop.

Quick Sessions

The gameplay is fast and intuitive, perfect for the "short burst" sessions our research identified as a key user need.

Key Learnings & Takeaways

This project was a valuable lesson in the power of the UX research process.

The Power of Low-Fidelity Testing

Our simple paper prototype was invaluable. It allowed us to identify fundamental flaws in our core mechanics quickly and cheaply, saving us from building a product users would find confusing and frustrating.

Don't Be Afraid to Pivot

The most important decision we made was to listen to our users and completely change our game's direction. Being committed to the user's needs rather than our initial idea led to a much stronger and more viable concept.

Simplicity is a Feature, Not a Limitation

By removing complexity, we created a game that was more accessible, faster, and better aligned with the mobile gaming context. For our target audience, a simple, satisfying experience was far more valuable.

Concept Trailer