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:

  1. Define RPG games

  2. Analyze the quest system

    a) How they initiate a quest

    b) How they track a quest

    c) What happens after completing a quest

  3. Conclude analysis and propose solutions

Ideation

I had 3 initial ideas to solve the issues I found in Middle Earth: Shadow of Mordor

  1. A more modernized and conventional design that would convey the information needed in a simple way

  2. 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

  3. 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:

  1. Expand on the judge selected design (Calendar Quest Log) with a full system design consisting of multiple wireframes and annotations

  2. Must include HUD and Menu and how they interact with each other

  3. Design must include the following quests

    - “Help the residents of the town”

    - “Collect 3 Vases”

    - “Find the secret entrance to the temple”

  4. 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