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Richard Liu

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Examining bad design patterns in your favorite video games

Dreams of Design, Desire, and Death

Richard Liu

  • Hello
  • Résumé
  League of Legends HUD   Final shipped, in-game shot   Until this project, MOBAs have relied on the vestiges of RTS games for their interaction and interface design. For this UI redesign, elements were built and positioned from the ground up for MOB

Systems

Systems

  League of Legends HUD   Final shipped, in-game shot   Until this project, MOBAs have relied on the vestiges of RTS games for their interaction and interface design. For this UI redesign, elements were built and positioned from the ground up for MOB

League of Legends HUD
Final shipped, in-game shot

Until this project, MOBAs have relied on the vestiges of RTS games for their interaction and interface design. For this UI redesign, elements were built and positioned from the ground up for MOBA players based on the Gestalt principles of grouping and reinforced by eye-tracking studies.

  Heroes of Newerth Relic System   Final shipped, promotional site   When designing any long-term power progression, it's imperative that players feel the system is fair. Unlike LOL's Runes and Masteries system, which comprises hidden power and no pl

Heroes of Newerth Relic System
Final shipped, promotional site

When designing any long-term power progression, it's imperative that players feel the system is fair. Unlike LOL's Runes and Masteries system, which comprises hidden power and no player interaction past loadout selection, the HON Relic System allows players to bring in six perks per match, then activate up to three of them as the match unfolds. This not only gives players an active role to play in strategically selecting a loadout, but also reduces the initial power differential between new and long-term players.