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.
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.
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.
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.