Ubisoft NEXT 2023
UX Design 1st Place Winner
The 30 Second Overview:
A Calendar Style Quest Log
The Challenge:
Create full design system of initial idea
Design must include HUD and Menu and how they interact
Must include 3 different mission types
NO spatial markers
The Solution:
Calendar style quest log
Way to visually track quest while maintaining story progression
Opportunity for time sensitive missions “Do [quest] on [Day]”
Design fits narrative of fictitious RPG game
Judge Feedback:
“We asked for original ideas and that’s what we got! Jay fascinated us with a design that initially felt like it wouldn’t fit the genre. But once we started to understand it more, its cleverness became clear.
The details in his annotations were quite impressive. But if there was one thing Jay nailed, it was that he surprised us in ways we never expected. His quest system, represented by a calendar, that in turn mirrored the life of a bounty hunter fit the bounty hunter narrative well.”
- Ruwan Fernando (He/Him), UX Director
The Full Process:
The Challenge:
“This year’s UX Design challenge was to research and propose ideas for a third-person role playing game’s quest system in the form of annotated wireframes. Participants were encouraged to focus on the user’s pain points and to be innovative and showcase unconventional design solutions.”
Phase 1: Research and Ideation
Research & Analysis
The first phase of the challenge required participants to choose an existing game and create an analysis of that game’s quest system. Additionally, participants should propose 3 ideas in the form of annotated wireframes.
The game I had decided to research and analyze was Middle Earth: Shadow of Mordor.
For this analysis I decided to:
Define RPG games
Analyze the quest system
a) How they initiate a quest
b) How they track a quest
c) What happens after completing a quest
Conclude analysis and propose solutions
Ideation
I had 3 initial ideas to solve the issues I found in Middle Earth: Shadow of Mordor
A more modernized and conventional design that would convey the information needed in a simple way
A unique take on a quest log that takes form of a calendar that would track what the player does as well as the story
A minimal UI version that would combine mission tracking with the map of the game’s world
Phase 2: Expansion
Updated Task
The task from the judges for phase 2 had some updates:
Expand on the judge selected design (Calendar Quest Log) with a full system design consisting of multiple wireframes and annotations
Must include HUD and Menu and how they interact with each other
Design must include the following quests
- “Help the residents of the town”
- “Collect 3 Vases”
- “Find the secret entrance to the temple”
Spatial markers are NOT to be used
Core Pillars / Design Principles + Wireframe Explanations
The core pillars that motivated the decisions for my designs are Story, Player Agency, and Immersion. All three of these pillars are greatly important in creating an immersive and memorable experience for the player.
Included in the document as well is a “patch notes” style list of changes I have made to my updated design.
Full Wireframes + Annotation - Figma Edition
Final Thoughts
Participating in this challenge was some of the most fun I’ve had designing and in the end, the most rewarding experience I’ve ever been apart of. I’m extremely proud of the research and design I’ve managed to complete in the timeframe of the challenge.
Looking back at the design after a year away from it, there is a lot I would change. Although that may sound like I’m disappointed at my past self for not coming up with certain solutions, I see just how much I grew during the internship / employment that came from this.
Lessons I learned from this challenge:
Presenting your design is almost as important as the design itself
Truly understand the problem you’re trying to solve
Having restrictions isn’t necessarily a limit, it could lead to creative and unique solutions
Include details and edge cases for your designs to not create assumptions from other departments