Tuesday, October 14

Death Stranding - UI/UX redesign


Death Stranding is a game with a Triple-A budget. No expense spared. A small army of artists, programmers and designers worked tirelessly to create it. And yet... it has the _worst_ UI/UX design I've every encountered in any game, which includes all Indie games. It was so bad that, prompted from a conversation about it, I took to redesigning it myself to show what can be done (and to the people still playing it, what they're needlessly putting up with). UI/UX broke this game for me and all the above-mentioned efforts from many talented people was seriously diminished as a result. If you're creating a game then put the time in to crafting a streamlined, efficient and easy-to-use interface. It's worth it.

This is the original UI that I intend to repair the experience of. 


The below redesign incorporates around 8 different menus, and numerous superfluous cutscenes into one easy to navigate menu system. And as my friend pointed out, we get a bonus Backpack Tetris game to boot. :)

This would be the new default UI, starting the game with no inventory or upgrades


A maximum case scenario, all upgrades, 2 trucks and a delivery terminal


Selecting the large metal container brings up a pop-up showing its details


This can be dragged to other locations


The Offloaded window increased or lengthens accordingly (Max: 3sqH, 12sqL, with L-R scroll bar)


The Details pop-up window can be turned off


Grids on either side of the backpack can be cycled through other lockers (L) or vehicles (R)



Had this been the UI of Death Stranding it would have transformed my experience from tedium to joy.  UI matters.  

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