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Joseph Higgins
ATEC 3352
Benchmark Portfolio Deck
Player Pain Points
While the UI of the Witcher 3 is
good, there are issues that players
have encountered.
● Too many HUD options
● HUD controls not needed
● Lack of item descriptions
● Unneeded world interactions
However the focus of my redesign
will be focused on the HUD
Which Player types buy the Witcher 3?
Explorers 80% Achievers 20%
Suffering Player Demographic: Explorers
● Disrupted Immersion
○ Too many HUD
features
○ Unnecessary Text
○ Poor HUD framing
What do explorers
look for in a game?
● Drawn to discovery
● Enjoy the experience of the world
story
● Seek after side quests and their
own subtle narratives
● Finding new witcher contracts
● Discovering what each marker
has in store for the player
Causes of Disrupted Immersion
● HUD Framing - The game’s UI isn’t flush against the edges of the player view.
Causing more space to be obstructed from the noise of the UI elements.
● Information Load - The game provides information such as button commands,
multiple items, combat log, map, time of day, distance from objective, and
player statistics all at once.
Current Design
UI Frame
Here we see a
small bit of screen
lost because of the
UI frame.
Unfortunately this
wastes space and
reduces how much
the player may see.
Unnecessary Information pt.1
The game provides button commands the
entire game. At a certain point this is simply
takes up player space and is unused.
These visual cues unfortunately lose their
usefulness as the player becomes more familiar
with the game.
Unnecessary Information pt.2
Time
The time of day is also given to the player. It is
never needed to understand the time of day.
Items
The game provides 5 item slots and keys that
fail to map similarly to the keyboard.
Also the text for each item adds more clutter to
the screen.
Design Solution from BloodBorne: Items
Bloodborne (as seen on the
right) only shows text for the
currently selected item. IT
reduces screen clutter and
streamlines on the spot
inventory uses.
BloodBorne
Proposed Design
Comparison
● The proposed design solution allows for the player to see more and reduces the noise from the poor
framing of the UI elements.

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josephHiggins_BenchmarkPortfolioDeck

  • 2. Player Pain Points While the UI of the Witcher 3 is good, there are issues that players have encountered. ● Too many HUD options ● HUD controls not needed ● Lack of item descriptions ● Unneeded world interactions However the focus of my redesign will be focused on the HUD
  • 3. Which Player types buy the Witcher 3? Explorers 80% Achievers 20%
  • 4. Suffering Player Demographic: Explorers ● Disrupted Immersion ○ Too many HUD features ○ Unnecessary Text ○ Poor HUD framing
  • 5. What do explorers look for in a game? ● Drawn to discovery ● Enjoy the experience of the world story ● Seek after side quests and their own subtle narratives ● Finding new witcher contracts ● Discovering what each marker has in store for the player
  • 6. Causes of Disrupted Immersion ● HUD Framing - The game’s UI isn’t flush against the edges of the player view. Causing more space to be obstructed from the noise of the UI elements. ● Information Load - The game provides information such as button commands, multiple items, combat log, map, time of day, distance from objective, and player statistics all at once.
  • 8. UI Frame Here we see a small bit of screen lost because of the UI frame. Unfortunately this wastes space and reduces how much the player may see.
  • 9. Unnecessary Information pt.1 The game provides button commands the entire game. At a certain point this is simply takes up player space and is unused. These visual cues unfortunately lose their usefulness as the player becomes more familiar with the game.
  • 10. Unnecessary Information pt.2 Time The time of day is also given to the player. It is never needed to understand the time of day. Items The game provides 5 item slots and keys that fail to map similarly to the keyboard. Also the text for each item adds more clutter to the screen.
  • 11. Design Solution from BloodBorne: Items Bloodborne (as seen on the right) only shows text for the currently selected item. IT reduces screen clutter and streamlines on the spot inventory uses. BloodBorne
  • 13. Comparison ● The proposed design solution allows for the player to see more and reduces the noise from the poor framing of the UI elements.