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STARWEAVE · 2023

Uncovering where players got lost in the Refusal mechanic and emotional systems of a narrative tactics RPG

Usability Lead · Aug 2022–Sept 2023 · Available on Steam

STARWEAVE key art
The game

STARWEAVE is a squad-based, turn-based tactics game set in a world held hostage by prophecy. Players lead a party of companions through treacherous landscapes of destiny, navigating both tactical combat and the bonds between characters whose fates are deeply intertwined. The journey is marked by camaraderie, loss, and defiance against an inescapable cycle. At its core is the Refusal mechanic: characters may resist their prescribed roles, disobeying commands based on their own personalities and circumstances, forcing players to grapple with the consequences of actions they didn't choose.

My role

Usability lead for the vertical slice, and builder of its early UI before the team had a visual style to work from. I recruited playtesters, designed test sessions around the game's key systems and goals, observed and moderated sessions, and synthesized findings back to the development team to inform design decisions before final release.

STARWEAVE on Steam
Released March 2026 · Studio Starweave
View on Steam →
Before the style locked in

Wireframing the UI before the team had a style

Before STARWEAVE had a color palette or an art direction for its interface, the vertical slice still needed a main menu, a save select screen, a settings panel, and a party screen that playtesters could actually use. I built those as lofi wireframes: grayscale layouts with placeholder type, meant to test flow and information hierarchy rather than look finished.

Drag each slider to see the temporary version playtesters actually used next to what the team eventually shipped, once the UI style and color palette were established later in development.

STARWEAVE main menu, final version STARWEAVE main menu, early lofi wireframe
Lofi Final
Main menu
STARWEAVE save select screen, final version STARWEAVE save select screen, early lofi wireframe
Lofi Final
Save select
STARWEAVE settings screen, final version STARWEAVE settings screen, early lofi wireframe
Lofi Final
Settings
STARWEAVE party screen, final version STARWEAVE party screen, early lofi wireframe
Lofi Final
Party
What we tested

Testing core mechanics during the vertical slice

Playtesting during a vertical slice means the game is still being shaped. The goal wasn't to validate a finished product. It was to understand where players got lost, what made them feel something, and what needed to change before it was too late to change it.

01
Combat readability
Could players understand the tactical options available to them without explanation? Were the turn-based mechanics communicating clearly through the UI?
02
Refusal mechanic comprehension
Did players understand why a character might disobey their commands? Was it intentional and emotionally resonant, or did it just feel broken?
03
Narrative clarity
Were players connecting with the characters and following the story during the vertical slice? Where did the narrative lose them?
04
Onboarding and pacing
How quickly did players feel oriented in the world? Were the early game's pacing and tutorial moments introducing mechanics at the right rate?
Screens

The moments testing was built around

Combat, character bonds, the world between encounters, and the story beats tied to the Refusal mechanic: the gameplay moments that came up again and again across usability sessions.

Combat UI
Combat UI

Squad-based, turn-based combat where every decision counts. The UI needs to communicate tactical options clearly under pressure, making readability a key usability focus during testing.

Character dialogue
Character dialogue

Bonding moments between party members whose lives are intertwined. Character relationships are central to the experience, and testing explored whether players were connecting with the cast and following the emotional thread of the story.

STARWEAVE overworld dialogue scene
World / overworld

The dream-like world players navigate between encounters. Pacing and orientation testing focused on whether players felt grounded in the world, or simply lost along the way.

Beacon sequence
Beacon sequence

A key story sequence tied to the game's cycle of fate. Moments like these were tested for narrative clarity: did players understand the weight of what was happening, or did the pacing lose them?

Reflection

What this taught me about UX design

The biggest thing I took away from STARWEAVE was how much of game balance comes down to trial and error. The Refusal mechanic only works if players can still learn and navigate the level designs and character limitations they're given, and getting that balance right took many rounds of testing and tuning: watching for where players felt appropriately challenged versus where they just felt lost or unfairly boxed in.

I joined the team after the core game design loop and player experience were already established, so my time was spent putting the UI flows together and handing them off for the UI artist to build on. The harder part of the role was running usability testing every week and turning what I observed into patch notes and updates that actually helped the engineers between builds.

This was my first MFA project, and being usability lead let me bring my UX design background into game development. It gave me a real taste of how much that background can shape whether a game is actually enjoyable to play, and I'm excited to keep exploring that in future projects.