• Overwatch 2 Title Screen
  • Alternative OW2 Lobby Screen

This is my first case study where I look at Overwatch 2 with regard to good user experience and design. After spending time with the game, I believed there were improvements that could be made with a focus on a collaboration Blizzard had going on over the duration of the project.

Roles & Responsibilities

  • UX Designer

  • UI Designer

  • UX Researcher

Challenges

  • Learning and applying priority hierarchy

  • Finding the appropriate balance between the size of assets and padding / leaving room for margins

  • Creating buttons with consideration to localization

  • Clarify developer intentions to the player and align with the player experience

  • Streamlining the user experience

Length of Project

8 weeks

October 2023 - December 2023

Work Process

Player Journey

In the player journey I breakdown:

  • The game designerā€™s intentions

  • The actions the player makes

  • How the player feels when doing an action

  • Opportunities to improve on the current iteration of the game

Player choices and screenshots from Unknown's "(1 HOUR) No Commentary Overwatch 2 (PC 1080p 60)" gameplay video

Paper Prototype

In the paper prototype I map out the options on each screen that are relevant to the gameplay loop shown in the player journey

Flow Chart

In the flow chart I reduce the options on each screen to what is needed in the core gameplay loop and visualize the process step by step

Wireframe

For the wireframe I map out the first iteration of the title screen and other menus

This is also where I began to make changes to the flow of the menus in an attempt to cut down on the amount of screens needed to get in game

Changes:

  • Challenges tab grouped with Progress

  • Career profile accessed through Social and the player name

  • Added window to promote Le Sserafim bundle

  • Same window can be used to fill out space and draw attention to future sales or bundles

Changes:

  • Role queue and open queue lead straight to lobbies now

  • Mystery heroes, deathmatch, team deathmatch, and arcade grouped into Other Games to reduce clutter

  • This also separates more ā€œfunā€ game modes from the standard Overwatch game mode

Changes:

  • Queue type and role selection have now been combined

  • Reduced amount of screens needed from title to hero select from 6 to 4

Changes:

  • Role selection menu is no longer a separate screen

Usability Test

I had to test the effectiveness of my changes to find out if they created an efficient, memorable, and satisfying experience for players

Here I show the testing process and highlight three profiles used

  • Task 01 Complete? [No]

    • Wording of modes was slightly confusing

    Task 02 Complete? [Yes]

    • First half of screens were easy to navigate, last one was troublesome (1:10)

    Task 03 Complete? [No]

    • User forgot to click queue button during second trial (1:21)

    How was your experience navigating the design?

    • Notes: Color was monotone, task was unclear, role queue and open queue is unclear

    What did you think of the layout of the content?

    • Notes: Presented plainly (good), People can see ā€œPlayā€ is higher in hierarchy, ā€œOther gamesā€ wording could be changed

    How do you feel about the information presented on each screen?

    • Notes: Progress should go under profile, why does Social button exist when there is a profile on the top right

  • Task 01 Complete? [No]

    • Wording of modes was slightly confusing

    Task 02 Complete? [Yes]

    • First half of screens were easy to navigate, last one was troublesome (1:10)

    Task 03 Complete? [Yes]

    • User forgot to click queue button during second trial (1:21)

    How was your experience navigating the design?

    • Notes: Easy, straight forward

    What did you think of the layout of the content?

    • Notes: Reminded of mobile games with easily accessible buttons within a reasonable proximity of each other

    How do you feel about the information presented on each screen?

    • Notes: Font is ugly, some buttons are too big, pictures chosen worked well together, Logo placement can be different or in button, interesting presentation of information

  • Task 01 Complete? [Yes]

    • Understood menus but wanted to explore other options first

    Task 02 Complete? [Yes]

    • When refocused on the task, user completed test in a shorter amount

    of time (2:12)

    Task 03 Complete? [Yes]

    • User has fastest completion time in entire trial (0:29)

    How was your experience navigating the design?

    • Notes: Straightforward, role color is hard to see, competitive / unranked should be emphasized more, would prefer to choose comp / unranked after clicking queue button

    What did you think of the layout of the content?

    • Notes: Looks standard to similar titles, nothing stands out as either good or bad

    How do you feel about the information presented on each screen?

    • Notes: More detail for role and open queue would be helpful for newer players

UI Moodboard

Style Guide

UI Mockup

The final iteration of the reworked Overwatch 2 title screen and lobby

Final UI mockups with achromatopsia, deuteranopia, protanopia, and tritanomaly filters

Accessibility Testing Previews

Outcomes

  • Learned to create assets with limited resources and time

  • Reduced the amount of clicks / screens needed to begin the gameplay loop

  • Ensured players can easily navigate through screens in a satisfying manner

  • Gained an understanding of the process that goes into creating the environment a player interacts with

Post-Mortem

  • This project was my introduction to UX / UI as a whole, not just in the gaming space

  • If I had more time I would have loved to tighten up the assets and made them look nicer

  • Iā€™m really proud the work I did even with the time constraint and how little experience I had coming into this project

Bonus:

Download my full case study here!