​DJ Balane

In setting up the flow and wireframes, one of the main things we were curious about is if the users (3rd-8th grade children) would respond better to tap function or a drag function. So I had created the 2 flows, one for Tap and one for Drag and Drop. This involved a lot of tweaking how it effected other features, such as swapping out pets or releasing them back into the wild.

Solution
Process

We were in need of a "Pokedex/Sheikah Slate" type feature that would keep inventory of all the pets that users would be able to access. This way, users would easily be able to view their collection of pets as well as edit their party of pets to bring to battle in the overworld.

After presenting both the Tap and Drag wireframes and prototypes to project managers, product owners, game designers, and engineers, we concluded that, due to the time constraints, the easiest route would be to implement the Tap feature. We had also decided to place the codex in the existing Proud Paw Parlor versus a little device to carry around for the first iteration, to save time on creating new assets and animation.
The engineers created a light prototype for user testing, which proved successful in showing that the kids new how to visit the Proud Paw Parlor and swap out their pets.

Demo/Live Game

Pet Adventures Codex

Goal