What I learned: I discovered that I enjoy game design more than I expected. This project also revealed so much more of Figma’s potential, making me appreciate the tool even more. I am excited to keep exploring its possibilities.


What is next for the Future: Given the time constraints, I couldn’t fully build out my vision for this project. I’d love to continue working on it and add more functionality in the future.


I would also like to conduct user-testing to evaluate the app’s flow and identify areas for further improvement.


Finally, If possible, I would love to turn this project into a mod pack for the Stardew Valley community to enjoy.

Conclusion

Sketches meet High-Fidelity

Like Stardew, each Season has its own Color Palette: Creating these was so much fun! I wanted each season’s color scheme to reflect the game’s atmosphere, drawing inspiration directly from Stardew Valley's in-game colors (pg. 1-4).


Styling was the Best Part: I aspired to make my project feel like it truly belonged to the game. The distinct item art in Stardew is so iconic that, as a fan, I couldn’t resist incorporating some of those elements into this project (pg. 5).



Creating the Style Guide

Low Fidelity Wireframe Sketches: After planning, I sketched out 2 versions of what I wanted the app design flow to look like to get a more visual represenation (on left).


User Flow Chart: A user task flow was created based on the user narrative I drafted, this shows how a user would start and end using the app (img. below).

Prototype Sketching

Name & Theme: I wanted the name to connect to the parent game since it’s meant to be played alongside it. Once I decided on the name, developing the theme and game jargon came naturally (pg. 1).


User Narrative: Once the concept was developed, I created a user narrative imagining how would a user walkthrough the app, laying out the order of the app (pg. 2-3).


Quest size & Game Mechanics: To balance the rewards, I did the standard 5x5 bingo layout. To tie it to Stardew, I excluded festival rewards since you already earn special ones during festivals. Seasons with fewer festivals, I added a free reward for fairness (pg.4-6).

Creating the Gameplay

What is Stardew Valley: A solo/multi cozy farm life simulation game where a player takes the rile of a character inheriting a farm that needs to be taken care of after being neglected for so long after the grandfather passed away.

Ideation: I am not a completionist gamer, I prefer to do whatever I am in the mood for. I wanted to create something that allowed that freedom for players like me, but still give satisfaction to those that like to complete everything.


Because this was made in Figma, I wanted to create my creative freedom and push the boundaries of its capability.

It was popularized by a toy salesman in New York, Edwin S Lowe, who saw this game played in Jacksonville, Georgia at a fair!

History of Bingo: Everyone in the world has to have heard or seen a version of bingo before in their lives right? But does anyone know about the history of how it became what we know it now?

Background

Rewards for Every Harvest

  • Perfect for those that want to take things slow and complete quests whenever

  • You can receive a reward for just completing 1 every time!

Bigger Rewards for a Challenge

  • Great for those that want a tougher challenge!

  • Complete 5 in a row in any direction and receive bigger rewards!

A Short Preview of the Game

Tools Utilized: Figma, FigJam, Dayol, Stardew Valley, Stardew Valley Wiki

Timeline: August - September 2024

Role: Interaction & UX Designer


High-Fidelity

Figma

Game

Prototyping

UX/UI Design

Design Goals:

  • Create a High-Fidelity Prototype

  • Push the boundaries & capabilities of Figma

    • Can it create a high quality game?

Game Fandom Goals:

  • Give homage to the video game it was inspired by, show love & passion

  • Create a game that appeals to non-traditional & hard core gamers.


Project Objective: Stardew Fields is a remixed take on classic BINGO, designed to be played alongside Stardew Valley. It’s designed for all types of players, whether you’re taking it slow or craving a tougher challenge.

Stardew Fields

Rena Huang

Rena Huang

Rena Huang

Rena Huang

Rena Huang

Rena Huang