Nouryn

yusriena

A Singapore-based undergraduate studying User Experience and Game Design.

coco cosmetics

Concept Summary

Coco Cosmetics is a 2D simulation Make-up game that incorporates colour theory. Players would take on the role of Coco, a young girl who dreams of becoming the most well-known makeup artist in the world. As they move up the rungs of the makeup society's fame ladder, they will be able to access new makeup products and match styles and colors to customer requests.

The Motive for This Project

In an evolving world of beauty, young individuals rarely find the opportunity to play around with makeup and learn the basics without avoiding the physical mess and wastage of costly beauty products. My team and I wanted to design an engaging makeup game for a younger audience that effectively incorporates colour theory principles, fostering both fun and educational experiences.

The Process

Over the course of 4 weeks, my team and I were able to design and create our own prototype of the game. We first created personas and planned our user journey and task flow. This was followed by us creating our low fidelity prototype that we used to conduct user testing sessions with our target audience.

Based on the feedback and observations taken in our first playtest session, we revamped and developed the prototype further, repeating the improving and user testing process 10 times.

Main Menu

Start Game

Settings

Select File

Load Game

Customise Game

Level Select

Salon Screen

Start Cutscene

Play

Makeup Guide

End Cutscene

Next Level

Pause

Restart

The Final Product

Here are some screenshots of the final product. The playable prototype can be access through this link: Coco Cosmetics Playable Prototype

By the fire

Project Summary

By the Fire is a game where players play as a camper who sits in front of a campfire, accompanied by a creature from the woods. In this game, players are required to explore the woods, gathering potential food for their new friend, before settling down at a campfire to roast the items to feed the creature.

The Design Choices

I made this project for a Main Menu assignment. I wanted to create a cute and simple game with a cartoonish art style. Wanting to harp on the campfire aspect, I decided to make most of my buttons campfire-food based. Before working on the prototype in Unity, I drew some rough sketches of how I envisioned the menu to be.

The Final Product

After working on the project for two weeks, here is the final product. This was created on Unity and all art assets are original pieces drawn by me on Procreate.

Lace Up!

Project Summary

Lace Up! is an application that helps young children learn how to tie their shoelaces themselves. It encourages these kids to learn independently while providing visual aid, making it easy for them to grasp the concept of tying their laces. While their main goal is to motivate young children to persevere in learning something new, it also aims to serve as a way for busy parents and older generations of caretakers, who struggle to teach these children themselves due to lack of time and knowledge in explaining properly, to teach their kids.

The Process

For this small project, I wanted to create a kid-friendly app that would be educational and motivation for children learning how to tie their own laces. I wanted to keep the application interface simple and incorporate bright, cheerful colours, keeping the sentence structures and headings straightforward for children to understand.


I started off the project by identifying my user personas and creating user journeys, task flows and empathy maps for them. Over the course of a few weeks, I then created some mock-ups and conducted user testing sessions on my target demographic to gather feedback on how to improve my prototype.

The Final Product

Here are some screenshots of the final product. The playable prototype can be access through this link: Lace Up! Playable Prototype

zenly (revamped)

Project Summary

For this project, my team and I wanted to take an existing application and enhance it’s overall user experience by improving its user interface, adding in new features and decluttering the overall application layout.

What is Zenly?

Using its own mapping data and engine, Zenly is a social mapping network that uses video game technology and a 3D camera to provide each of its users with a personalized, well-rounded view of the world. Zenly's goal is to act as a way to track your closest friends in real time. Instead of waiting for your friends to text you their location or hoping they update their status on social media, you can track their exact steps as they happen.

Revamping Zenly

Over the course of 4 weeks, my team and I were able to redesign the app’s interface while also implementing new features. We started off the project by conducting a usability test on the existing app using Jakob Nielsen's 10 Heuristic Principles. Using the evaluation, we could then easily pinpoint the pain points of the app.


Some issues we could point out were the app not having consistent navigation buttons, unintuitive icons, their pages were too cluttered, and had redundant and repetitive buttons.


We created prototypes that did not stray too far from the existing app and conducted user testing sessions to gather feedback and observe user interactions with the prototypes. We repeated the prototype-making and user-testing process over 5 times to achieve our final product.

The Final Product

Here are some screenshots of the final product. The playable prototype can be access through this link: Zenly Playable Prototype

CApy capers

Game Description

Capy Capers is a top-down interactive exploration co-op game that revolves around two capybaras named Capa and Bary who frolic around a forest, helping animals in need. Through teamwork and sharing empathy for others, Capa and Bary teach their friends how working with each other can bring together their whole forest and make it a better place.

About this Project

This game prototype was created for one of my modules in university. The project required us to come up with a concept for a multiplayer game that focuses on cooperation and gives the player an emotional experience. With this game, I wanted to go for a cute and wholesome feel, giving players that warm fuzzy feeling on the inside.

The Process

I created this game on Unity, drawing all of my art assets on Procreate and creating my own music on Musescore. I started off the project by conducting research on capybaras and their behaviours, wanting to incorporate their lifestyle and social settings in my game. Since this project was to be done in the course of 2 weeks, I kept the prototype simple and straightforward.

Gameplay Video

Game Poster

Troubleshooter

Game Description

Troubleshooter is a cyberspace-themed first-person shooter where players play as a troubleshooter who is assigned the mission of installing antivirus programs while defending against adversaries. The player manoeuvres about the operating system as they destroy the approaching enemies, based off of real life computer viruses, that appear in intervals of waves in each level, before defeating a final boss at the end of the game.

About this Project

This project was the product of me, two other designers from my class, and 8 computer science students from my school. The project was done on a custom engine created by the computer science students, over the span of 6 months. Our design team first created a prototype of the game on Unity to serve as a reference to our tech team. We then ported the game over and continued working on our custom editor directly.

My Role - Designer, Audio Lead

As one of the designers, I contributed to coming up with the core mechanic and concept of the game. I was also in charge of the level design for each level and created the UI for the dialogues used in the game. As the audio lead, I created the background music myself on Musescore and mixed it on Mixcraft. I worked closely with my audio professors to achieve the desired sound effects and voiceovers for the game. This game is currently an ongoing project.

Gameplay Screenshots

Game BGM

In plain sight

Game Description

In Plain Sight is a 2D top-down evading game with a comedic tone and cute style. In this game, players take on the role of a dirty cop who has just murdered the town's most beloved citizen. Players are required to clean up all the evidence in the crime scene without getting caught by other cops in order to get away scot-free.

About this Project

This project was the product of me, another designer from my class, and an artist and 6 computer science students from my school. The project was done on a custom engine created by the computer science students, over the span of 6 months. I created the whole prototype myself first on Unity to serve as a reference to our tech team. We then ported the game over and continued working on our custom editor directly.

My Role - Product Manager, Designer, Audio Lead

Taking up the role of the product manager gave me a lot of responsibilities in which I believe I was able to carry out. I was in charge of ensuring my team was always on the right track and that no one was left behind. I made sure that everyone were assigned tasks and were carrying them out properly. This was monitored through weekly progress meetings that I organised for the team.


As a designer, I created the whole prototype in Unity that my tech team could use as a reference when creating the custom engine. This prototype would help them envision what kind of mechanics, physics and camera movement our game required. I worked closely with my other designer to come up with the narrative and tasks that the player would have to do. As the audio lead, I created the background music myself on GarageBand. I also worked closely with my audio professors to achieve the desired sound effects for the game.

Gameplay Video

Game Poster

cocotiko

Game Description

CocoTiko is a 2D endless game that requires players to collect as many coconuts as possible in order to beat their own highscore. The player plays as the Coconut King, whose coconut subjects have been kidnapped by evil monkeys. Rescuing his subjects, the King frees them and now has to catch his falling people.

About this Project

This project was done by me and three other designers from my class. This was our first project done in Year 1 of university, over the span of 1.5 months. My team and I wanted to create an arcade game that would appeal to casual and new players. We wanted to keep the mechanics simple while integrating an increase in difficulty by tweaking the spawn rate and speed of the items as the game goes on.

My Role - Technical Lead, Audio Designer

As the technical lead of this project, I was in charge of scripting the game. We created the game in Unity and I scripted the game in C#. I assisted my teammates in coding out some other elements of the game apart from the gameplay. I also created all the audio assets in the game, including the sound effects and background music.

My music

Music Background

Being sent to piano lessons while I was in kindergarten, I started learning how to play the piano at the young age of 5. I then picked up the bassoon, Bb and Eb clarinet while I was part of my secondary school’s symphonic band. During my free time while I was in Temasek Polytechnic, I started teaching myself how to play the guitar and ukulele. I’ve always loved playing music and learning new instruments, and I think that this is a hobby that I will never get tired of.


Throughout the years, I loved experimenting with different melodies and music styles, playing whatever pops into my head. While in university, I created my own background music for almost all the games that I have worked on. I was also required to take a Music module where my professor gave me the opportunity me to hone my skills, encouraging me to grow and push myself. I’ve created multiple pieces for that module and have also created game background music for my friends to use in their projects.

Blanc & The Mirage Archives

This is a 2D exploration game where players play as a walking piece of paper trying to find his way back to the gallery art piece he came from. I worked as a designer on this school game project and created all the background music. Each piece was created on Garageband.

Holey Moley

Holey Moley! is a 3D puzzle platformer where you and a friend play as party moles working together to get to the biggest event at the end of the town! The game features course-based platforming challenges, as well as puzzles that require cooperation between the players! The designers on the game requested for a background music that was inspired by Latin American music. I created this piece on Musescore.

Cat-astrophe

Cat-astrophe is a competitive 2-player game where the players try to compete against each other. The objective of this game is to snatch the box to score points every second and rack up to the highest score before the timer ends. I created three pieces of background music for this game, all of which has the same motif. Each piece was created on Musescore.

Miscellaneous Pieces

Here are some other pieces that I have created that are not part of any game projects.

Created on Musescore

Created on Musescore

Created on Audacity

Created on Musescore,

mixed on Mixcraft

About me

Who Am I?

Hi there! I’m Nouryn. As someone who is pretty imaginative, I love storytelling and creating memorable experiences for others. I would love to put my skills into high-quality products and experiences to good use, and become a valuable asset to the UX industry.

Education

  • BA in User Experience and Game Design (Joint degree between: Singapore Institute of Technology & DigiPen Institute of Technology, Singapore)
  • Diploma in Aviation Management & Services (Temasek Polytechnic)

Skills

Programs: Unity, Canva, Figma, Adobe Creative Suite, Microsoft Office Suite, Musescore, Mixcraft, Maya

Languages: English, Malay

Let’s Work Together!

Do contact me for any internship opportunities or queries through these channels: