Skip to case study
RITWIC SINGH All projects

KNIGHT OF THE REALM / UX CASE STUDY & PLAYABLE EXPLORATION

Making glass feel
like a Game Boy.

An end-to-end UX exploration of a familiar object and an unfamiliar world. I shaped the player journey, authored the story, directed the visual language and refined the physical interactions through repeated review.

MY ROLE
Experience strategy, UX/UI, interaction,
narrative and art direction
HOW IT WAS MADE
Design-led iteration with
AI-assisted art and development
CURRENT OUTPUT
Playable browser exploration
Eight scenes · v0.3.13 base

01 / EXPERIENCE THE DETAILS

Start with your hands.

Open standalone game

Try the D-pad while the console is off. Then slide the power switch to ON, press Start and explore. These are the working game’s controls.

Press each direction: the whole D-pad tilts toward your input, even while power is off. Once playing, hold a direction to keep moving.

Landscape console on desktop · portrait console on mobileTouch or mouse · Keyboard: WASD, K / L, Enter / Space

After clicking inside the console, keyboard inputs control the game. Tab moves between controls and out of the embed. Reading view is available from the page menu’s Controls section and through keyboard focus in the console header. Haptic feedback depends on the browser; iPhone Safari does not provide the native haptics this design would need.

02 / THE DESIGN CHALLENGE

The shell had to behave
like the object it resembled.

A purple frame and yellow buttons could evoke a handheld at first glance. The harder work was sustaining that impression through touch: where a button pivots, how far a cap travels, what happens on release, and how the casing rests on its background.

I used the familiar handheld form to make the controls recognizable, then refined its behavior alongside an original Roman fantasy story. Physicality, readability and consistency became the criteria for every iteration.

A press needs a direction.

The D-pad tilts as a single piece. Separate yellow caps depress into their sockets. The D-pad also responds while the game is off.

A surface needs thickness.

A shallow molded edge and clean transparent corners give the casing thickness against the black page. The portfolio embed removes the surrounding glow.

A layout needs its proportions.

The portrait hinge and landscape GBA silhouette use the same control behavior. Plain plastic can adapt; buttons retain their proportions and the landscape screen opening follows the game’s 3:2 ratio.

03 / PLAYER PERSONAS & EXPERIENCE GOALS

Design for the person
holding the screen.

The experience asks players to trust a physical metaphor, enter an unfamiliar story and learn a small control vocabulary. I have organized those needs into three proto-personas, each connected to an explicit design response.

These are design hypotheses synthesized for this case study from the brief and review history. They are not personas validated through interviews. The questions below form a next-round research plan.

Player proto-personas and design responses
Three needs-based lenses keep the design discussion tied to player goals. Download visual board

The nostalgic returner

Feel the handheld again

Need
Recognizable controls and an immediate physical response.
Friction
A flat button, delayed response or inconsistent power state breaks the familiar mental model.
Design response
One-piece D-pad tilt, depressible yellow caps, tactile response while power is off.
Question to validate
Does the first press communicate what the control will do?

The story-led explorer

Find a reason to keep playing

Need
Readable dialogue, expressive characters and a clear next action.
Friction
Clipped prompts, dense exposition and unclear objectives interrupt the story.
Design response
Short dialogue pages, A/B prompts, character expressions and a journal for reorientation.
Question to validate
Can the player explain the next objective after meeting Livia?

The adaptable-input player

Play on their own terms

Need
Keyboard access, readable alternatives and control over motion and sound.
Friction
A fixed canvas or touch-only action can block progress.
Design response
Named controls, keyboard mappings, Reading view, mute and opening-animation pause.
Question to validate
Can the opening journey be completed without a pointer?

Translate needs into experience goals.

  1. Make the first press rewarding. Give an immediate, directional response before asking the player to learn the story.
  2. Keep the next action legible. Use a clear title hierarchy, short dialogue pages and consistent A/B prompts.
  3. Let the player recover. Keep Back, journal, sound, pause and a readable alternative available in predictable places.

04 / JOURNEY MAPPING

Map the moments
where confidence can break.

I mapped the opening as a sequence of player intentions, then connected likely friction to a response in the interface. The map makes the relationship between small hardware details and the wider game experience visible.

Opening player journey map
Retrospective map of the built opening. Friction points combine reported issues and design assumptions; no measured emotional curve is implied. Download visual board
  1. 01

    Discover

    Player intent: Understand the object

    Friction: Which parts can I use?

    Design response: Familiar layout; visible yellow controls.

    UX focus / Control recognition
  2. 02

    Power on

    Player intent: Get a response

    Friction: Did the switch work?

    Design response: Thumb, lamp and game share a power state.

    UX focus / State consistency
  3. 03

    Begin

    Player intent: Enter the story

    Friction: What do I press next?

    Design response: Start prompt; three clear title-menu choices.

    UX focus / Action hierarchy
  4. 04

    Create

    Player intent: Make the hero mine

    Friction: Will a choice distort the character?

    Design response: Stepwise choices; live portrait and body preview.

    UX focus / Ownership and consistency
  5. 05

    Connect

    Player intent: Understand Livia’s situation

    Friction: Too much text or a clipped prompt.

    Design response: Short pages, expressions and A/B choices.

    UX focus / Narrative comprehension
  6. 06

    Explore / return

    Player intent: Follow or recover a lead

    Friction: What was I doing?

    Design response: Journal and save/resume support reorientation.

    UX focus / Recoverability

05 / STORYBOARDING & NARRATIVE UX

Give every story beat
an interaction purpose.

The opening moves from recognition to agency: touch the object, power it on, enter the world, create an identity and meet someone who gives the player a reason to act. This storyboard ties the authored premise to what a player sees, does and needs next.

Six-beat opening storyboard
A retrospective storyboard assembled from actual project screens and art. It documents the intended experience; it is not a record of observed player behavior. Download visual board
  1. 01 / Recognize

    A familiar object invites a first press. The D-pad answers even before power is on.

  2. 02 / Switch on

    The lamp and screen acknowledge power. A visible Start prompt moves the player forward.

  3. 03 / Choose a beginning

    New Game is the primary route. Load and Settings remain predictable alternatives.

  4. 04 / Become the hero

    Name and appearance establish ownership. The player previews each choice before continuing.

  5. 05 / Meet Livia

    Household tension introduces a human reason to act. Expression and short dialogue carry the story.

  6. 06 / Follow the lead

    The investigation moves into the world. The journal provides a way back to the objective.

06 / INFORMATION ARCHITECTURE & INTERACTION DESIGN

Design the response,
the state and the way back.

The console is a small interaction system. Gameplay, progress and page utilities need distinct entry points; each physical control also needs a complete response across press, hold, release and interruption.

Game information architecture and task flow
Start leads to New Game, Load Game or Settings. The journal supports reorientation; the page drawer contains browser-level utilities. Download visual board
Physical control feedback and state map
Mechanical feedback stays available with power off. The game responds when powered; interruption clears the pressed state. Download visual board
Read the control and task maps as text

Task structure

Entry → Power → Start → New Game, Load Game or Settings. New Game leads through creation, dialogue and exploration. A confirms or talks; B returns. Select opens the journal to restore the current objective. The separate page drawer contains share, save download, controls, sound, feedback and version information.

Control response

  1. Rest: the cap sits in its socket and keyboard focus remains visible.
  2. Press: the cap depresses or the whole D-pad tilts toward the input.
  3. Hold or move: movement repeats while held; the power control accepts taps and drags.
  4. Release: the cap returns and the relevant action completes. Cancellation clears the press so it cannot remain stuck.

With power off, mechanical cap and D-pad responses remain available. Gameplay waits until power is on. A layout change preserves the current game session.

Affordance and feedback

Raised yellow caps signal touch. Travel, tilt, the power lamp and the changing game screen acknowledge different actions. Sound can be muted without losing the visual response.

State and consistency

Thumb, lamp and display communicate one power state. Portrait and landscape share the input behavior. Buttons keep their proportions while the plain shell and screen opening adapt.

Error prevention and recovery

Back reverses a choice; the journal restores context. Pressed controls reset on cancellation, and the drawer returns focus to its opener. The close control occupies the burger’s location.

07 / NOTICE → CHANGE → CHECK

The details that broke the illusion.

Feedback from an iPhone 13 exposed problems that a polished desktop screenshot could hide. I treated those reports as specific design problems, then checked the resulting behavior in the working prototype.

REPORTED ISSUE / EARLIER DIALOGUEEarlier dialogue with small blurred text and the X Continue prompt clipped by the lower edge.
Small type and a clipped continuation prompt made the next action hard to read.
REVISED LAYOUT / BROWSER CHECKRevised compact prologue inside the portrait console, with space reserved for the continuation control.
VT323 replaced the rejected typeface. Shorter pages reserve a clear area for Continue; mobile prompts use A/B.

The captures document different iterations and viewport contexts; they are not a controlled comparison of reading performance.

Feedback to design decision and verification loop
A visible chain from the reported reading problem to the revised layout and in-context check. Download visual board
INPUT BEHAVIOR

The switch looked off after the game had started.

Change: synchronize the slider, power lamp and game state; support both taps and drags.

Check: power off/on and orientation changes preserved the temporary journey’s position. Mute activated once per completed press.

TOUCH INTERRUPTIONS

A tap could trigger selection or a square flash.

Change: suppress selection, callouts and tap highlights on game surfaces while keeping real fields editable.

Check: browser input and release paths were exercised. Physical Safari long-press and cancellation remain device acceptance checks.

VISUAL CONSISTENCY

Cosmetic choices could change the character.

Change: separate hair from body selection, register eyes and beards to the face, and align both outfits to a shared ground anchor.

Check: 216 outfit frames were checked for registration; native asset checks covered masks, dimensions and expressions.

See the hardware edge iteration
Earlier bottom casing edge with a conspicuous beige rectangular surround and a heavy outline.
Earlier: the surround made the lower edge look artificial.
Revised purple portrait console with rounded corners and a shallow casing edge.
Revised: the outline follows the molded silhouette. Only the page background shows around the curves.
08 / A WORLD BEHIND THE CONTROLS

A story becomes a sequence
of understandable actions.

The premise follows a disowned aristocrat near Ostia in late 63 BCE. I developed the wider rescue story, character relationships and world itinerary, then narrowed the playable milestone to the opening investigation.

The first journey connects household tension, Livia’s dialogue, Titus’s forge and clues along the northern road. Dialogue choices, expressions and the journal keep the player’s immediate purpose visible without exposing the whole campaign at once.

  1. ARRIVEEnter the worldOpening and prologue
  2. IDENTIFYCreate a heroName and appearance
  3. CONNECTMeet LiviaDialogue and response
  4. ACTFollow a leadForge, road and clues
  5. REORIENTCheck the journalCurrent objective

Narrative character profiles shaped voice and behavior.

The hero

Seeks family approval, then responsibility. Player-selected appearance and expressions connect the portrait to story beats.

Livia

A resourceful household provider. Dry, precise dialogue and a warm but tired expression establish the relationship.

Titus

Protective of his sister and skeptical of the hero. An expressive face and forge setting make that tension legible.

These authored character profiles are distinct from the player proto-personas above. Motivation, relationships and expression connect the narrative to moment-to-moment interaction.

Character review sheet showing nine expressions, four facing directions and travel and starter outfits aligned to a common baseline.
Appearance and emotion were reviewed together. The opening uses authored reactions; the bloody appearance is reserved for future injury scenes.

09 / COMPARE, CHOOSE, REFINE

Art direction had to belong
inside the handheld.

I compared character, environment and opening directions against a consistent 16-bit visual language. An early cinematic direction felt wrong for the game. The revised concepts returned to the approved pixel-art reference, native proportions and restrained palettes.

Approved art direction sheet comparing hero silhouettes, cast, terrain, Roman buildings, interior props and gameplay framing.
The approved reference sheet established silhouettes, shading, architecture and the overhead camera. Concept imagery also includes planned battle scenes; those are not playable in the current exploration.

Eight openings. One chosen direction.

Select Play for a four-second preview.
Pixel-art road leading to Ostia at dawn.
Road to Ostia Reserved cutscene
Pixel-art blacksmith working at a forge.
Embers of Titus
Pixel-art cottage in morning light.
First Light at Home
Pixel-art Ostia harbour at night.
Moonlit Ostia Reserved cutscene
Pixel-art parchment route map.
The Ink Road
Pixel-art reeds concealing a lioness.
Rustle in the Reeds
Pixel-art letter with a wax seal.
The Sealed Letter
Chosen pixel-art Roman standard above a river and straight bridge at sunset.
Standard in the Wind Selected and refined

Previews start only when requested. One preview plays at a time.

Motion with a purpose.

The chosen opening was refined around a waving flag, a straight bridge and reflections confined to the river. Wind carries grass and dust without adding sparkle across the scene. It repeats through the title and prologue, then freezes at character creation. Pause and reduced-motion behavior give the player control.

10 / INCLUSIVE DESIGN & RESPONSIVE ERGONOMICS

Nostalgia should invite people in.

A fixed pixel canvas and a hardware metaphor create practical constraints. The design pairs the expressive console with readable controls, alternative input and a reflowing Reading view. Desktop visitors get the landscape console; phone visitors get the portrait console.

Accessibility decisions and acceptance plan
The board connects implementation choices to the checks still needed for WCAG 2.2 AA acceptance. Download visual board

Perception

Design: VT323 dialogue, reserved prompt space and a separate Reading view.

Acceptance: Read the opening at 200% zoom; check text spacing and contrast.

Input

Design: Keyboard mappings, named controls, visible focus and release/cancel behavior.

Acceptance: Complete the opening by keyboard and with VoiceOver on physical Safari.

Motion / sound

Design: Opening pause, reduced-motion behavior and a persistent sound control.

Acceptance: Confirm reduced-motion startup, pause and mute on the target devices.

Reflow / orientation

Design: Portrait and landscape consoles with a reflowing text alternative.

Acceptance: Check 320 CSS px, orientation changes and focus visibility with browser chrome.

Full conformance is not claimed. Physical Safari, VoiceOver, browser zoom and text-spacing acceptance remain. The design also treats native iPhone haptics as future work rather than relying on an unavailable browser effect.

11 / VALIDATION, PRIORITIES & REFLECTION

A working prototype.
A traceable review process.

I kept feedback, design choices and verification records together so each revision could be assessed against the behavior it was meant to improve.

Device feedback

iPhone 13 screenshots and direct review identified power-state confusion, clipped prompts, selection highlights and casing defects.

Qualitative feedback · no participant study claimed

Browser verification

Power, Settings, creation, dialogue, movement, journal, pause/resume and rotation were exercised. Six phone-sized viewports checked control bounds and proportions.

Browser checks · physical Safari acceptance remains

Regression and asset checks

Twelve regression tests covered saves, progress, movement, cosmetics, input mappings and haptics logic. Asset checks covered native masks and aligned outfit frames.

Implementation evidence · not a usability score

Keep the nostalgic form usable.

WCAG 2.2 AA guided contrast, visible focus, named controls, pointer cancellation, reduced motion and a reflowing Reading view. Physical Safari, VoiceOver, zoom and text-spacing checks remain necessary before claiming full conformance.

Prioritize by the cost of a broken experience.

  1. First, unblock the task. Address unreadable dialogue, clipped prompts and controls that fail to respond.
  2. Then, restore trust. Align power state, preserve progress and make the next action predictable.
  3. Then, refine the illusion. Correct cap alignment, casing seams, lighting and texture without changing control behavior.

Next: validate the player experience.

Proposed moderated tasks turn the persona assumptions into questions that can be tested. Observe task completion, hesitation, unintended inputs and how players explain the next step; use those observations to prioritize the next revision.

  1. First contact: discover how to power on and begin without verbal instruction.
  2. Ownership: create a hero, change an appearance choice and return without losing confidence.
  3. Comprehension: after meeting Livia, explain the immediate objective in the player’s own words.
  4. Recovery: leave the task, return to the journal and recover the current lead using the preferred input method.

This is a validation plan, not a completed participant study. Physical-device acceptance steps are included in the downloadable project package.

What this exploration taught me

The physical impression depends on a chain of small agreements: what a control looks like, how it moves, when it commits an action and how the game acknowledges it. Testing made breaks in that chain visible.

Where it goes next

Further physical-device validation, refinement of the character art and expansion of the story. Combat, the full campaign and native mobile builds are future work.

Return to the console

12 / VISUAL PROCESS LIBRARY

The work behind the playable object.

Open or download the visual boards to inspect the process. Each map has a readable text equivalent in its section above.