Character creation feature

UX/UI Game Design feature for destiny 2

After evaluating player experience goals, I was able to reconstruct Destiny’s Character Creation flow. My target was to increase New Player and Returning Player retention rates by helping them create characters that would better suite their play styles. Starting the game with some basic knowledge may help ease their onboarding process, and heighten game enjoyment.

The solution

  • Aligning solutions to existing Destiny 2 components and assets

  • Determining best displayed assets that adheres to Destiny’s minimalistic design while also informing players of their choices

Challenges

UX/UI Game Designer
User Experience Researcher
Usability Tester
Data Analyst

Tools: Figma, Figjam, Canva

My Role

These are the final mockups I’ve designed. Please continue below to read about my process to figure out how I arrived at these designs!

Final Designs

Process

Research

  • Competitive Analysis

  • Research ways to maximize player engagement

Define Goals

  • Determine feature goals

  • Determine success metrics

  • Risk identification

  • Player profiles

develop

  • Flow chart

  • Sketches & Lo-fi mockups

  • UI art mockups

deliver

  • Player feedback

  • A/B Testing

  • Mitigation plans

Market Research

How Might We…

  • Allow players to understand game rules?

  • Allow players to play characters that match their play style?

  • Differentiate character types?

  • Visually show players characters in-game?

We could…

  • Display full-body 2D/3D character avatars

  • Provide character stats/powers

  • Provide character backstories or short blurbs

  • Allow players to easily discover and read different characters

Define Experience Goals & sketches

High Usability

  • Strive to heighten player understanding of game components and elements

  • Allow players to easily navigate the page

  • Use clear wording and strong visuals so that players can interpret character classes and information with confidence

High Desirability

  • Use strong, compelling graphics and animations so that players can enjoy character aesthetics and skills

  • Create a drive for players to obtain and play all the character classes

low/medium scalability

  • Creating large, full screen pages will increase usability and desirability of each character class

  • However, this may decrease discoverability

  • We must make sure that players can easily navigate and find all character classes

medium feasibility

  • Using high quality animations or graphics could introduce lag

  • Using familiar components and making sure not to house components within each other may decrease lag

Mitigation Plans

How might we mitigate issues with usability?

Impact & mitigation

  • Without high usability, players can easily become frustrated, annoyed, and other negative emotions that can turn them away from playing the game

  • Character creation must be easy, fun, and desirable to commit players early to return and continue playing

  • In most cases, these risks would require either:

    • Mitigation via usability testing and redesigning

    • Transferring components to our art director and game design teams to realign

Usability issues

  • We want to make sure that players are able to

    • Understand game screen navigation, character classes, game UI & controls, and any other game rules that helps them progress

    • Navigate easily from starting the game to gameplay to post-gameplay screens

    • Understand which game controls and game inputs will move them forward or do what actions they assume


How might we mitigate issues with desirability?

Impact & mitigation

  • Without a high level of emotional and empathic bonding, players may not have a desire to continue playing

  • They may feel no desire to progress through the story, or level their character up

  • In these scenarios, the best mitigation plan may be to transfer the issue to our art directors and game designers

    • They may have a better plan on creating high quality images or animations that may be better suited to the characters

    • Or they may have ideas on how to display class abilities differently

Desirability issues

  • We want to make sure that players are able to

    • Truly enjoy their character aesthetics and avatars

    • Bond emotionally and empathically with their characters


How might we mitigate issues with scalability?

Impact & mitigation

  • If players are unable to discover the existence of other class characters, this could prove to be a source of frustration for players who want to play a different character or dislike the shown character

  • To relieve this issue, it would be best to mitigate the issue by conducting usability tests and other heuristic analyses to figure out where the confusion is occuring

Scalability issues

  • We want to make sure that players are able to

    • Discover and explore each character class with ease


How might we mitigate issues with feasibility?

Impact & mitigation

  • If players encountering a lot of lag, this may create frustration

  • However, this issue may have low to medium impact, as players should have some understanding of their own internet and PC/Console limitations

  • To mitigate these issues, we could redirect the screens to our art directors to introduce less demanding visuals/graphics and components

Feasibility issues

  • We want to make sure that players are able to

    • Play with liminal lag and lack of loading issues

Creating player profiles helped me envision potential engagement factors, as well as areas of potential risks. By understanding our potential players, we can anticipate our risks, and plan ahead to mitigate them.

Player Profiles

Flow chart & Sketches

Studying destiny 2 assets

Destiny 2 has been an ever-evolving, ever-growing game. As a game that listens to their player’s feedback and adapts to each expansion, there were a lot of decisions to be made about which assets, aesthetics, character styles, and information displays to design.

To be able to study Destiny’s game assets and UI, I utilized multiple different sources.

Destiny 2 Gameplay

  • Of course, the best source is the game itself!

  • During gameplay, I took screenshots of the game, trying to gather information about the styles and assets that Bungie preferred

  • I tried to find a variety of different scenarios, and then analyzed them for similar patterns and trends


UI/asset compilations

  • On Behance and ArtStation, there are many appreciative art designers that have studied and analyzed Destiny’s UI

  • In particular, there was a designer, R. Klaverweide, who listed assets from when he used to work as a Visual Design Lead


UI Databases

  • Websites like Game UI Database and Interface in Game were amazing resources to grabbing screenshots uploaded from other players and users

  • This was important to see the different iterations and changes in UI that Destiny has undergone


ICON databases

  • Websites like IconDuck and SVGRepo were also amazing resources for free, downloadable game icons and assets

  • These were extremely useful and time-saving for my UI mockups and design iterations

  • Many designers and players also compiled screenshots, created downloadable icons, and bundled existing Bungie resources to provide free access to ready-to-use assets

Iterations and feedback

I had many rounds of iterations. After each design, I tested the iteration with rounds of A/B testing, and both player and team feedback. While I was the only designer on this project, I wanted to receive feedback from my stakeholders, art designers, other UX/UI designers, and players.

improvements

  • There is a higher level of difficulty in navigation, forcing players to constantly go back-and-forth between screens to see all characters

  • Art style and usability process is dramatically different than existing Destiny flow

  • There are too many choices without accompanying explanations

  • The choices players may make here aren’t as important later on (or they may be, but it’s not important to make the decision now)

Achievements

  • High-quality visuals and animations provide players with desirable characters

  • Clear distinctions between classes and high discoverability

  • Higher customization levels, allowing players to choose abilities, origin, and class items

Round #1

improvements

  • While slightly improved, components are still unfamiliar

  • The “three section” screen split isn’t commonly used in Destiny (at least not evenly split like this)

  • Unrelatable statistics

  • Suddenly a lack of understandable abilities and play styles

  • Slightly “cramped” look

Achievements

  • Increased readability

  • Clear, high-quality images and graphics

  • Condensed navigation, as every character class is available to be chosen

  • Use of a commonly-used “three section” screen style

Round #2

Achievements

  • Good distribution of components

  • Getting closer to familiar components and art style

  • A larger distribution of screen space to character model and play styles/blurb

  • Use of “mini” icons and Destiny font assets

Round #3

improvements

  • Still has unrelatable statistics

  • Visually unappealing or special in any way

  • Character class and abilities not properly displayed

  • Unable to see gameplay experience

improvements

  • Dynamic components may increase navigation difficulty

  • Housing movable components within other components may create lagging or loading issues

  • Requires players to click many times throughout the screen

  • Leans away from Destiny’s common tooltip resource

Achievements

  • A new half-half split of screen space to use a larger 3D model

  • Visual representation of direct class abilities

  • High-quality images and animations

  • Extremely familiar components and assets

Round #4

Final Mockups


Next Steps

Now that I’ve developed some high-fidelity mockups, I would like to continue testing different iterations and to get more feedback from developer teams and C-suite business goals. I’d like to explore further what sorts of assets are important for brands identities while others are more dependent on user play experience.