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DOOM's UX

Analysis & Re-work

Contributions

Description

  • Full analysis of DOOM's UI elements.

  • Re-designing DOOM's Navigation System.

  • Spline that follows Nav-mesh.

  • Objective & Challenge Widgets.

To navigate DOOM 2016's levels, players use a map screen. This takes them out of the game, which can cause friction for the player. 

I thought replacing it with something rendered in-world would be more fitting for DOOM's push-forward design

Made together with Gabriel Sánchez.

Analysis

We analyzed all of DOOM's UI elements, with fast-paced vs. slow-paced player-personas in consideration.  

Conclusion

We found that some mechanics that players use to keep pace, were actually fairly inconvenient and slow to use.

Problem

I was tasked with re-working the navigation (map screen), to make it more suitable for players wanting to keep high pace through the game. 

Solution

My solution was to render a spline in-world, showing where to go. This way players aren't taken out of the gameplay, and they will quickly know where to go. 

UI Artefact

UX_Graph2.png

All of DOOM's UI elements, mapped out in relation to our player personas' variables.

Original - Map Screen

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The map screen is the main way to navigate DOOM's levels.

Re-work - Navigation Spline

2Navigation_Active.png

A spline is rendered in-game, showing the player where to go. Faster to get back on track. Allows players to push forward.

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