THE GAME


One of the biggest film franchises in history explodes on mobile with an all-new action-arcade-drifting game. Join the Fast & Furious crew as you race white-knuckle collision courses and build your own dream garage of iconic cars.

Take down the competition with extreme precision and epic stunts as you use simple one-thumb controls to throttle past hairpin turns, speed by the competition, jump gravity-defying ramps, and drift through impossible roadblocks.

WIREFRAMES


For the wireframe stage, we focussed on several areas of the game including Crews, Daily Goals, Race Results, Sharing, Store and Tournament.

All the wireframes were fully annotated and included comparisons with existing games in the genre.

The purpose of the wireframes is to investigate and test the functionality of the game without the distraction of visuals to ensure that the interaction is proven and effective.

PROTOTYPING


Sprung Studios are very proud of our prototyping system, which we have developed over many years to get as close to the experience of the game as possible.

For Fast and Furious Takedown, we created an interactive prototype with carousel menus, scrolling windows and transitions all included.

The team was able to get a great sense of the structure of the system, without being distracted by what was in the build of the game.

UI DESIGN


SMG wanted to see how a UI Refresh would benefit the game. Sprung Studios created a number of different variants which built upon the work already provided for the wireframe stage.

We focussed on Home, Crew and Garage to test new design directions which were in keeping with the Fast & Furious brand and took influence from other premium games within this space.

FTUE REVIEW


Sprung Studios created a review document of the First Time User Experience (FTUE) to act as an investigation and critique of the FTUE as it existed in build at that time.

The purpose of this document was as follows:

• To observe the implementation of the FTUE.
• To offer critique on how the information was presented to a new player.
• Where applicable, to offer alternatives or suggestions to improve the presentation.