Delta Project

Projects

Introduction

Travel back to the early 2000s Spain, where the story of 'Delta: Kaleidoscopic Girls' unfolds. It's a vibrant visual novel with a twist of humor and romance, demanding an interface that not only reminisces of the era but also provides a user-friendly experience to keep the audience engaged. We didn't just want to blend into the crowd; we wanted to stand out, all while preserving the spirit of visual novels.

Despite the conventions in visual novel design, my goal was to inject a refreshing twist, enabling 'Delta: Kaleidoscopic Girls' to stand head and shoulders above its contemporaries without disrupting the gaming logic.

With exceptional artistry at my disposal, I sought to elevate the game's visual experience by designing a user interface that would amplify the stunning character art and immerse players deeper into the game's narrative.

I aimed to provide an improved user experience by designing intuitive interfaces that would allow seamless interaction with these mechanics.

Design and Prototyping

With a palette borrowed from the characters' colors and a strong bond with the developers, the UI design process was an immersive journey. Together, we endeavored to translate the rich narrative of 'Delta: Kaleidoscopic Girls' into a visually enticing story.

Challenges

Stepping into the gaming world was like visiting a new country. Familiar yet strangely different, and the locals (aka the gaming community) are unforgiving critics. However, employing the universal principles of design and UX/UI, we navigated this exciting new terrain successfully.

Implementation and results

The implementation phase felt like watching a painting come alive. With each design iteration and constant collaboration with the team, we saw our visual storytelling taking shape. The results? Check it here.

Introduction

Navigating the intoxicating and challenging realm of product management for Delta: Kaleidoscopic Girls, a humor-filled visual novel, was like conducting a symphony of creativity set in the backdrop of Spain's early 2000s.

I aimed to blend together the often contrasting worlds of design, coding, and storytelling, to create a game that stands out in a crowded marketplace.

In a symphony of sameness, my goal was to steer our product in a direction that would break the mold of conventional visual novels, without losing the inherent charm of the genre.

Creating an engaging, user-friendly interface that still oozed the aesthetics of our unique art style was a paramount objective.

Project Development

My role involved wearing multiple hats, from managing the project timeline, coordinating the workflow, and ensuring seamless communication between different facets of the project, to seeing the novel's charming humor brought to life.

Challenges

Stepping into the shoes of a product manager for a multifaceted project like Delta brought unique challenges. My design instincts often had to be negotiated with practicality, the constraints of technology, and the never-ending tick-tock of the project clock.

Implementation and results

The implementation phase saw the convergence of multiple aspects of the project. Balancing aesthetic quality with functionality, and overseeing the developer's work to ensure that our vision was faithfully translated, were tasks of paramount importance.

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