the word Uprooted with plants below
Game Design

Uprooted

Uprooted is a digital board game created for my Game Design 2 class at UW Madison. You play as a plant and try to outcompete your opponent for root space underground before the storm arrives.

You can view the game's development blog here: https://github.com/kjoseph8/Uprooted/wiki

Class: Curriculum 477 Game Design 2 at UW Madison
Role: Game and UX Designer
Teammates: Kevin Joseph, Ruby Lampert, Catherine Carey
Tools Used: Unity, Figma
Timeline: February - May 2023

Game Design Process

A timeline of the uprooted project
As game designer, I devised the rules and mechanics for the game. My philosophy in designing the cards was to design the cards to make use of current mechanics. This way it was easier to learn and implement.
A card from the game showing a worm in a top hat

A majority of the cards manipulate the board of roots by either adding roots, destroying roots, or protecting roots (fortify)

One of the plants you can play as is the Rose. The rose can place down thorns that block a tile, and then can trigger those thorns to destroy opposing roots.

The other plant you can play as is the Cherry Blossom. The cherry blossom can swap between either the dormant stance or the bloom stance. The cherry blossom has cards with different effects based on what stance they are in.

Iterative playtesting guided a lot of the decisions made in designing the game.

Initially, the game was slower paced. This meant that:

To fix this, we made it so that players would gain water every turn, so that players could play cards more often and have the ability to cycle through their deck and explore their options.

Here we see one card that changed over the course of the game's development. One of the initial ideas was for the game to draw both root cards and power cards. The first version of War Of The Roses made use of this.

However, a few factors made us decide to make roots an action that would occur every turn. One of them was the fact that this was how roots were implemented in our first build of the game. The other is that it seemed overly complex to have two types of cards, both rule wise and UI wise.

Following this change, I had war of the roses synergize with the thorn card, that was already implemented, as an expensive but big payoff. Further evolutions of the card were made to make the card text more concise and clear.

UI/UX Process

As UI/UX designer I was in charge of designing our game's UI as well as coming up with quality of life improvements to enhance player experience. Not everything in my prototype made it into the final game due to time constraints, but it served as a good baseline for how our game would look.

Below are examples of the prototype (left) versus the final game (right).

Game Screen

Character Select

The prototype of the character select screen

One of the changes I advocated for the implementation of tool tips in our game (pictured below). Essentially, when a player hovers over certain cards that require clarification, a small pop up will appear explaining that clarification.

A screenshot of the game showing the tooltip feature

One of the main cards this was used on was the Forest Fire card which sets an opposing root on fire. However, this fire can spread to your own roots. The card text itself was already lengthy, so there was no room to explain this on the card without making the font extremely small.

Takeaways