THE BOYS:
baby laser tag

AKQA & AMAZON PRIME VIDEO

PROJECT DETAILS

The Boys is a TV series about modern-day superheroes. In a key episode, our characters find a laser-shooting baby, which our team at Jam3 put right into your hands in an AR game built for AKQA and Amazon Prime. This is a shooter where you beam down waves of Vought agents trying to take the baby back.

ROLE

UI Motion Design

LINKS

MY ROLE & OBJECTIVE

I worked closely with the team to implement UI motion. Motion was used to bring polish and clarity to the game design through animated UI and other visual elements. Being a small team, I worked closely with dev and QA to test and improve gamefeel through to launch.

TEAM (Jam3)

Alexandra Hook (AD)
Danilo Nagura(Lead Design)
Fabio Toste(Lead Dev)
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PRESS

How do you onboard augmented reality?

Onboarding AR posed two unique challenges: introducing a difficult concept, and managing a long pre-play time for setup. In anticipation of players skipping instructions, we made sure our animated visuals and CTAs communicated clearly.

In one example, our “safety circle” was a top priority to prevent players from moving out of the scanned AR area. We brought focus to this concept through screen dimming, having the circle linger larger-than-size, and “fit” into our space.

Motion in a moving mobile game: Damage & Health

Making the damage noticeable to players was a unique challenge considering the real-life mobility of the game and its small screen. Simple damage indicators were too invisible while large indicators cluttered our screen. We tested haptic feedback and screen shakes, but the effects were unpleasant to hold and made the screen contents harder to see.

Our players are tunnel-visioned into the center of the screen, while also unfocused due to the screen movement (large shapes were easiest to read). We borrowed solutions from other games that leveraged lingering indicators and peripheral vision.

Peripheral: A layered bordered pulsing effect was our second health indicator. This is typical of FPS games. High saturation edges and a clear middle offered clarity.

Lingering: The health-bar uses “ghost damage” typical in fighting games to indicate chunks of damage taken. This high-contrast bar stays on screen long enough for players to notice, compared to a linear real-time health bar which may trickle down before players notice. (see right)

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Open to chat, especially with:
Small businesses, people-driven start-ups, anti-racist, pro-LGBTQ+, & feminist creatives and communities, orgs doing social good, people making amazing things, students of any age with questions, and nerds (yes, that really niche obsession of yours counts too).

© Jess Tat 2021.

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