Ein Computermonitor zeigt ein pixeliges Spiel mit einem Schiff auf blauem Wasser unter einem hellblauen Himmel mit weißen Wolken. Links sind vertikal angeordnete Menüpunkte wie "Start", "Create", "Connect", "Queue" und "Server" sichtbar.

Battleship

Classic strategy and timeless pixel aesthetics bring Battleship to life in a new way.

Role

Visual design, UI artwork, sound selection

Tools

Krita, graphics tablet, Processing

Context

Pair project
Animation Programming module

Year

2022

Objective

Our goal was to redesign the classic game of Battleship in a modern and engaging format. Working in a two-person team, we developed a digital version that stands out through its timeless pixel-art style, intuitive user experience, and immersive gameplay.

My Role

I was responsible for the game’s entire visual and audio design. I independently designed and illustrated all graphics and UI elements. I also researched, selected, and edited sound effects and background music to create a cohesive and atmospheric experience. The in-game animations were implemented by the developer based on my designs.

My Role

I was responsible for the game’s entire visual and audio design. I independently designed and illustrated all graphics and UI elements. I also researched, selected, and edited sound effects and background music to create a cohesive and atmospheric experience. The in-game animations were implemented by the developer based on my designs.

User Guidance and Interaction

Two players can connect via a server and start a round together. Basic game settings such as the number of ships or the size of the playing field can be adjusted intuitively. Visual cues such as grayed-out elements for the second player further improve user-friendliness.

User Guidance and Interaction

Two players can connect via a server and start a round together. Basic game settings such as the number of ships or the size of the playing field can be adjusted intuitively. Visual cues such as grayed-out elements for the second player further improve user-friendliness.

Visual and Auditory Feedback

To create an immersive experience, I integrated a range of animations and sound effects: hits and misses are marked visually (fire or splashing water) and audibly (explosions or splashes). Hover animations on buttons provide instant feedback and improve responsiveness.

Visual and Auditory Feedback

To create an immersive experience, I integrated a range of animations and sound effects: hits and misses are marked visually (fire or splashing water) and audibly (explosions or splashes). Hover animations on buttons provide instant feedback and improve responsiveness.

Ein pixeliger, grauer Button mit der schwarzen Aufschrift "Create" vor einem hellblauen, ebenfalls pixeligen Hintergrund mit weißen Wolken.
Ein pixeliger, grauer Button mit der schwarzen Aufschrift "Create" vor einem hellblauen, ebenfalls pixeligen Hintergrund mit weißen Wolken.

Design Decisions

The deliberately chosen pixel style lends the game a timeless and charming look. Differently designed ships make it easier to distinguish lengths at a glance, supporting intuitive understanding of the game mechanics.

Design Decisions

The deliberately chosen pixel style lends the game a timeless and charming look. Differently designed ships make it easier to distinguish lengths at a glance, supporting intuitive understanding of the game mechanics.

Gameplay

Screen recording from the game: creating a lobby, placing ships, hits and misses on both boards. Running time 2:31 minutes.

Conclusion

Conclusion

The game runs on the Processing framework, which brings no ready made interface elements with it. Every button, every input field and every game state had to exist as a drawing before it could be programmed. Three decisions followed from that. The pixel style keeps the artwork readable at a very small number of pixels and gives the game a timeless look. The ships were given distinct shapes so their length can be read at a glance instead of counted. And because only the player who starts the round may change the field size and the number of ships, those inputs are greyed out for the second player rather than hidden: the state stays visible instead of disappearing without comment.


What I took from the project is that every piece of feedback needs its own channel. A hit and a miss are therefore marked twice, graphically by fire or a water splash and audibly by an explosion or a splash. A move is not only seen, it is also heard.

© Maria Theresia Alves Hengstl. 2026

© Maria T. A. Hengstl. 2026