Video Game Randomizer Tracker



Personal Project

Not Shipped

Role

UX Designer

Platform

Mobile

Areas

Research, Design



Open Prototype
As an avid fan of video games, I like to sometimes challenge myself. Lately, that challenge has been randomizers. I love them, but as someone who mostly plays them on the original console, lounging on my couch with my cat, and playing over several days...I immediately noticed a gap in tracking apps. Mainly, that none of them work on mobile, keep memory beyond a single session, or are truly designed to help new players complete the game. So using my favorite video game, Ocarina of Time, I set out to make a tracker that would fit this use case.

Scope of Work

  • Field research with apps such as Notion and Airtable
  • Mockups & prototype for several different tracking situations
  • Repeat user testing with finalized prototypes

Why Take On This Project?

  • I identified a gap in a product type I would use, so wanted to tackle being "the user" while also being the designer
  • I thought it would be a nice contribution for the randomizer community to have an app of this style, especially for newer players

Designs

both were completed by me during a total two-week timeframe, with user testing in between making each set

Project Overview

Background

Documentation Research

With this game and its randomizer being so near and dear to my heart, I already knew of some amazing trackers out there. Vado's OoT Randomizer Checklist and track-oot.net in particular are fan favorites. However, both of these are browser-based, with a somewhat poor mobile experience. Still, they provided an excellent starting point for me when thinking about all that would need to go into the randomizer.

Additionally, based on my interactions with the community and with new players of the randomizer specifically, I took into consideration the kind of folks that would be most likely to pick up the game and find a mobile tracker useful. Based on this knowledge, I made the following assumptions about the target audience:
  1. Users are already somewhat familiar with the vanilla game, though it may have been some time since they played it. However, this should also work for those who want to learn about the vanilla game at the same time.
  2. Users are exporting seeds from the official Ocarina of Time Randomizer - while others exist, they are meant specifically for streamers, who would be unlikely to use a mobile app tracker.
  3. Users are playing the regular version of the game, not Master Quest (MQ) settings. Any tracker should be able to work for both if specified, but the logic is very different, meaning the deep focus should be on the regular version first.
Because I play this game myself and am quite familiar with how to run a randomizer, I decided to set up a spreadsheet of the most important logic - such as what items are needed to get into each dungeon, any items that are needed to complete the dungeon with various randomizer settings, and the natural item progression of what might be replaced as you progress through the game.

View Logic Tracking Document

I found it important to review the design and graphics of the game, too. Considering that most trackers use direct sprites from the game, I knew that a tracker app would be somewhat "locked" into the general style of the game. Below are several (poorly taken) direct photos from my ancient gaming television:



I also set up a functional tracker for myself that I could use on my phone, and experimented with that before translating my discoveries into mockups. In order to follow the game in a set state for this design, I played through a little less than half of a randomizer seed, keeping track of everything through Airtable, then set up my Figma file for this game specifically. Below are various screens from this tracker in the same state the design is in.

Item Tracker Dungeon Tracker Overworld Tracker Skulltula Tracker

Design

Designs UX/UI Design Figma

Like always, the first thing I tend to do with design is set up my color palette. I decided to grab the colors directly from the official OoT item screen palette, knowing that video game designers are often quite intentional with the colors they pick for contrast. Also, did you know that purple was a popular color to use in games from 1996 - 2002 because it was one of the few colors that maintained good contrast between different screen types?


I also needed to select a couple other colors to visually show progression. For this, I chose to use shades of green and red, for "content available" and "locked behind items", respectively.



From there, I focused in on layout and navigation. The average user either was going to be tracking their items in real-time - adding them in one by one as they found them - or inputting everything they had done in the game at the end of a play session. Both of these would require quick navigation to and from various sections, leading me to set up the bottom bar navigation like this:




I opted to arrange items in the same way they are presented in most trackers - as tappable tiles that progress through item upgrades and follow a logical order of what is available in the game - but for the other main screens, I decided to present the options as a basic list format. This way, the user would easily be able to select what they need, and more options could be added over time.

Within most of these interior pages are simply more lists (as players often expect checklist formats for collecting checks as they go through games). However, the dungeon screen required something a little different in terms of organization, simply because they are such a big part of the game and don't fit a traditional "checklist" format for newer players. Additionally, in randomizer settings such as keysanity (which moves keys to various other parts of the game including in the overworld), users would need a way to see their dungeon inventory at a glance.



By making sure that the inventory-type screens and checklist-type screens were designed in the same way, this not only limits the development template patterns needed, but makes the app an overall better user experience with a low learning curve.
Community reception of this app was generally positive, with many players complimenting the design and appreciating the focus on educating newer players. However, as far as tracking goes it was difficult to find buy-in even from the target audience - anyone who had been doing randomizers for a while had gotten into a "pattern" with the existing trackers, and weren't willing to switch their workflow, while newer players were unsure about using a tracker in the first place and thought they might want to try a desktop one before switching to mobile.

My biggest takeaway? Flashcarts are not a very common way to play randomizers, even if original hardware tends to be more reliable.

I still would love to bring this into the development phase one day, but I would need to make a few updates to support new randomizer features (such as entrance randomization). I also believe this app would benefit from additional user testing once launched to find any gaps in the logic, and provide better support to players if they get stuck in game progression.
Like what you see? Drop me a line!