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Released in 2019, Anthem is an action video game, where players pilot airborne combat suits to protect humanity from diverse alien threats. The freedom of flight and intense combat in Anthem were unlike anything I'd seen before. But technical issues and poor design decisions kept the game from becoming a breakout success. In this project, I critically analyze and propose improvements to the game's UI.
Client
Personal Project
My Role
UX, Visual, Motion Design
Team
Individual Contribution
Timeline
4 weeks in spring 2019
Demo reel of the redesigned interface.
Flying through Anthem’s vast world was exhilarating, but the game’s interface did not embody the same visceral quality. It was cumbersome and broke the immersion of play. As a deeply invested player and designer, I set out to envision a better UI experience.
I conducted guerilla interviews with 5 players and analyzed media coverage, critic reviews, and community feedback to uncover the following issues with Anthem's UI:
The new design directly addresses pain points by making character customization immediately accessible, engaging players during loading downtime and introducing a brand-new aesthetic complete with animations.
Interviews with players revealed character customization is the most commonly accessed function by players.
The new design makes customization accessible by showing equipped gear and available loadouts together. Players can swap a single piece of gear in just 4 steps, down from 8, or change their entire loadout with a button press.
Move the slider to see a before and after comparison
To improve engagement during loading, the new design introduces dynamic loading screens to show tips, lore and other world-building content.
Dynamic loading screens were later added to Anthem by developer Bioware, futher validating my design decisions.
The bland presentation of Javelins in Anthem did not appropriately express player power.
The new design reinforces the awe worthy strength and speed of Javelins through hero images and animation.
Party and gamemode options in Anthem were spread across three screens which made it impossible to get a quick overview of the game session.
Consolidating them onto one screen to made it easier to manage gaming sessions.
I was thrilled to see the Anthem community, UX designers, and industry experts engage with the design through a demo reel.
Their comments helped me identify three areas of improvement:
To create a more responsive experience, I sped up the animations for screen transitions by 60%, adjusted easing, and grouped blocks of information as they moved in.
As a next step, I would test the interface with users to see if the UI performed adequately by timing how quickly and accurately they were able to complete UI interaction tasks during live gameplay.
New animation sample with faster transitions. This takes only 1 second to complete and presents much information faster.
To better accommodate localized content, I updated the design of information-dense screens. The character screen was the worst offender and saw a significant redesign.
I calculated average character width for content boxes, added 40% text padding and designed them to allow limited vertical expansion to fit overflowing text.
I ensured all content was WCAG AA compliant and tweaked the font design and size to make it readable at a distance.
I increased font sizes and used standard letterforms for small headings while reserving alternate letterforms for large headings and visual flair. I also updated a few colors that broke compliance with WCAG AA color contrast standards.
I’ve had the pleasure of sharing the new design with Anthem's wonderful community and was thrilled to see them positively engage and critique my work.
4000+
Upvotes on Reddit
300+
Comments on Reddit & Youtube
Reactions from feedback posts on Reddit and a YouTube video.
I’ve loved discovering Anthem's alien world and the ultimate Iron Man power fantasy it offers. Redesigning the UI started out as a passion project, but quickly became a profound learning experience, as I applied my UX skillset to menu design, discoverability, and short-term memory retention in video games. Most importantly though, it connected me with the community, a group of passionate players, who stuck with the game and voiced their frustrations. As the saying goes in Anthem: “Strong alone, stronger together.”
If you have a project in mind, or would like to chat, shoot me an email at aashrey9sharma@gmail.com. I'd love to hear from you.