Ordem Paranormal:
Enigma do Medo
My Role
UX Lead
Interaction Design, Visual Design, User Flows
Timeline & Status
3 months, Launched in November 2024
Overview
I worked as the only dedicated UX/UI Designer for the project, closely with the Art Director, Game Design Lead and Dev Lead to create user flows, redesign assets, identify pain points and produce reports and documentation to enhance usability and user experience.
Context
Paranormal Order: Enigma of Fear is a community-funded investigative mystery game inspired by the Brazilian YouTube RPG series by Rafael Lange (Cellbit).
Backed by over R$4 million in crowdfunding and an eager fanbase, the game had to deliver not just great storytelling, but a smooth and intuitive player experience.
The Problem
According to the Game Design Lead, players were unable to progress in some parts of the game due to the complexity of the controls.
One of the most notable cases was the starting screen of the game, which had a puzzle that caused more than 60% of the players to spend at least 5 minutes to access the main menu, with part of them being unable to complete the task.
Paranormal Order: Enigma of Fear is a community-funded investigative mystery game inspired by the Brazilian YouTube RPG series by Rafael Lange (Cellbit).
Backed by over R$4 million in crowdfunding and an eager fanbase, the game had to deliver not just great storytelling, but a smooth and intuitive player experience.
According to the Game Design Lead, players were unable to progress in some parts of the game because the controls were too complex.
The most notable case was the starting screen of the game which had a puzzle that, according to previous user testings, caused more than 60% of the players to spend at least 4 minutes to access the main menu, with some being unable to complete it.
Challenge
Since the game had been in development for over two years, most UI systems were already implemented by the time I joined the team.
This meant I had to work within existing structures and avoid major code changes while still identifying and designing impactful usability solutions. My approach focused on making the most of what we had, improving clarity, and reducing friction without increasing dev workload.