projects

/

Overwatch 2 Redesign

overwatch 2 redesign

projects

/

Overwatch 2 Redesign

overwatch 2 redesign

explore a thrilling new take on the classic hero-shooter!

mission brief

mission brief

The purpose of this project was to apply fundamental UX / UI principles learned in the course as we redesigned a game of our choice. My concept was to explore the darker side of Overwatch, and create new villains that would stand alongside the current villains from Talon and Blackwatch.

duration: 8 weeks

duration: 8 weeks

Week 1: research and player journey

Week 2: user flows and personas

Week 3: wireframes

Week 4: testing

Week 5/6: high fidelity mockups

Week 7: accessibility and testing

Week 8: final designs

responsibilities

responsibilities

User research

User flow designs

Interactive prototypes

UI design

UX design

Usability testing

Wireframes

follow the payload!

As a competitive Overwatch player of over eight years, I felt I possessed a solid understanding of the game and its relative mechanics. To avoid bias, I researched the player base and took notes about community opinions from discord servers and popular streamers. Additionally, I read comic summaries and watched numerous videos on the lore. With this in mind, I began drafting user personas, player journeys, paper prototypes, and wireframes. Usability testing was conducted through Maze, followed by adjustments based on feedback and to account for accessibility.

inspired by moira

someone who worked with reaper and soldier 76

inspired by omnics

inspired by reinhardt

can't really see the enemies on the radar

can't really see the enemies on the radar

player journey

When creating the player journey, I focused on addressing what players see, think, hear, feel, and say. In doing so, I was better able to break down the journey into subsegments to better identify in-game pain points and opportunities. I focused on establishing unique player experiences by providing a fresh gameplay perspective from various villains, and immersive gameplay with cohesive abilities and storylines.

user flows

Flow for how a user would initially launch the game and begin playing for the first time:

design

villain concepts

villain portraits created by midjourney AI

this kind of

has aura

maybe change this?

should this be changed?

this kind of

has aura

maybe change this?

should this be changed?

kind of hard to read

this is kind of hard to read too

does this really need background info?

portrait or full body?

testing

Testing was done asynchronously through Maze, which records user paths and the time spent to complete given tasks. When testing, I focused on observing the paths that users took the begin playing and how they interacted with in game abilities

objectives

  • Do players understand all options presented on the home screen?

  • Do players understand the purpose and intention of the villains screen?

  • Are players able to understand the ability description?

  • How do users feel about the amount of information presented to them in the villain select screen?

  • How do users feel about the amount of information presented to them in the villain select screen?

  • Can players understand the task given on the gameplay screen?

  • Do players understand the task given on the gameplay screen?

  • Can players understand the task given on the gameplay screen?

  • Do players understand when skills are available on the gameplay screen?

results

  • Home screen: options are understandable and relatively simple

  • Villain profile screen: font was difficult to read

  • Villain profile screen: information about the villain’s background should be relocated from theselection to profile screen

  • Villain select screen: the additional description felt unnecessary

  • Gameplay screen: users did not notice the mission

  • Gameplay screen: the way the mission was presented did not feel “important”

  • Gameplay screen: presentation of skills felt confusing

  • Gameplay screen: disliked the layout of the skills?

accessibility

To account for color blindness, all four screens were tested for: red-blind/protanopia, green-blind/deuteranopia, blue-blind/tritanopia, monochromacy/achromatopsia, and blue cone monochromacy. Out of the 24 tested screens, most problems were in regard to monochromacy/achromatopsia and red-blind/protanopia.

final designs

victory!

When having users complete the same tasks of beginning a game and viewing the villain profile:

task completion

100% of players had a direct success rate with completing tasks; users completed all tasks without assistance

game selection

100% of players felt the game selection screen was straightforward and easy to understand

map understanding

100% of users were able to identify and differentiate between teammates and enemies on the gameplay screen

ability understanding

92% of users understood what their villain ability was, and were able to activate it in the gameplay screen

main takeaways

Working directly on a project that is based around an industry that I would love to enter was an invaluable experience for me. In this project, I had to apply an extensive amount of knowledge I already knew about design but expand on that due to how dynamic video games are. Additionally, learning firsthand from Ivy Sang, the lead UI designer at Blizzard, helped me visualize how much further I want to grow as a designer.

If I had more time for this project I would have liked to expand the amount of gameplay screens users could interact with; a new user tutorial screen and end-game content. I also would have liked to test different ways users can interact with abilities to ensure that immersion remains constant when playing. Despite this, I am still incredibly proud of my design concept and appreciate Ivy for leading teaching this course!