Let's connect

I’d love to collaborate or chat with another creative. Looking forward to hearing from you! ✌🏻

#longlivetheusers

Let's connect

I’d love to collaborate or chat with another creative. Looking forward to hearing from you! ✌🏻

#longlivetheusers

Brief

Call of Duty Warzone has been a very popular battle royal since its release. Through the years we’ve seen many updates that have brought forth new new maps, weapon and storylines . However, Warzone’s recent 2.0 update has some players reminiscing the days of old. To the point were thay are questioning today’s lack of innovation, game mechanics, and in this case the player’s Heads Up Display aka HUD.

Brief

Call of Duty Warzone has been a very popular battle royal since its release. Through the years we’ve seen many updates that have brought forth new new maps, weapon and storylines . However, Warzone’s recent 2.0 update has some players reminiscing the days of old. To the point were thay are questioning today’s lack of innovation, game mechanics, and in this case the player’s Heads Up Display aka HUD.

Brief

Call of Duty Warzone has been a very popular battle royal since its release. Through the years we’ve seen many updates that have brought forth new new maps, weapon and storylines . However, Warzone’s recent 2.0 update has some players reminiscing the days of old. To the point were thay are questioning today’s lack of innovation, game mechanics, and in this case the player’s Heads Up Display aka HUD.

Listening to the feedback

The HUD provides players with the necessary information needed to be successful in a match. Unfortunately, some players have voiced their frustrations on Reddit, calling the new HUD a major downgrade from the previous one. As a player myself, I too can empathize and even agree with some of their pain points. Below is an image of the current HUD and a list of some of the paint point areas.

A

Teammate status bars

-

Players are not aware of teammate inventory, resulting in teammates having to repeat the inventory they do or don't have. This leads to prolonged moments at buy stations and hinders the flow when strategizing

-

Low contrast between teammate status components and background

-

Close proximinty between teammate status components gives 'Cluttered' feeling

A

Teammate status bars

-

Players are not aware of teammate inventory, resulting in teammates having to repeat the inventory they do or don't have. This leads to prolonged moments at buy stations and hinders the flow when strategizing

-

Low contrast between teammate status components and background

-

Close proximinty between teammate status components gives 'Cluttered' feeling

B

Player status bars

-

Player status component competes visually with teammate's status components due to proximity and lack of prominence

-

Shield color changing from purple to blue has broken an established and familiar pattern and adds an additional item to adjust to

-

Player status component could display more helpful information while remaining minimal

B

Player status bars

-

Player status component competes visually with teammate's status components due to proximity and lack of prominence

-

Shield color changing from purple to blue has broken an established and familiar pattern and adds an additional item to adjust to

-

Player status component could display more helpful information while remaining minimal

B

Player status bars

-

Player status component competes visually with teammate's status components due to proximity and lack of prominence

-

Shield color changing from purple to blue has broken an established and familiar pattern and adds an additional item to adjust to

-

Player status component could display more helpful information while remaining minimal

C

Player inventory

-

Inventory position on screen obstructs peripheral vision and enemy line of sight

-

Players forget the inventory they have at their disposal due to positioning and lack of contrast with background

C

Player inventory

-

Some inventory’s position on screen blocks peripheral vision and enemy line of sight

-

Players forget the inventory they have at their disposal due to positioning and lack of contrast with background

C

Player inventory

-

Some inventory’s position on screen blocks peripheral vision and enemy line of sight

-

Players forget the inventory they have at their disposal due to positioning and lack of contrast with background

D

Situational indicators

-

Not easily visible due to size and color

-

Player needs to scan multiple areas of the screen instead of one when strategizing their next move.

-

Remaining team and player quantities include you and your team also. This forces the player to conduct mental math to find out how many enemies are actually left during the final moments of a game

D

Situational indicators

-

Not easily visible due to size and color

-

Player needs to scan multiple areas of the screen instead of one when strategizing their next move.

-

Remaining team and player quantities include you and your team also. This forces the player to conduct mental math to find out how many enemies are actually left during the final moments of a game

Goal

  • Introduce a new HUD design that reduces the player’s cognitive load, which allows them to focus more on the game and improve their team’s odds of winning


  • Position, organize, and increase the contrast of HUD components to relieve the requirement of player awareness and memorization. As result, players will be more successful in using available inventory in crucial moments rather than forgetting.


  • Ideally, current and even new players will need little to no time to adjust to the HUD’s new design.

The new and improved

The only true way of knowing whether the new HUD design would work is to see it in action. Below is a prototype that uses the new HUD to demonstrate what a player would see when playing a match.

The new and improved

The only true way of knowing whether the new HUD design would work is to see it in action. Below is a prototype that uses the new HUD to demonstrate what a player would see when playing a match.

The new and improved

The only true way of knowing whether the new HUD design would work is to see it in action. Below is a prototype that uses the new HUD to demonstrate what a player would see when playing a match.

Taking a closer look

Because of the player's feedback and the goals that resulted from it, I was able to keep the players front and center throughout the design. The main thing was to keep players focused on what mattered most, which is the survival of the team, because a player’s success is very dependent on how well other teammates do. For this reason I made sure not to prioritize one pain point more than the other because of their synergistic relationship. Below you will find, the newly designed HUD with the list of changes that support our goals.

Taking a closer look

Because of the player's feedback and the goals that resulted from it, I was able to keep the players front and center throughout the design. The main thing was to keep players focused on what mattered most, which is the survival of the team, because a player’s success is very dependent on how well other teammates do. For this reason I made sure not to prioritize one pain point more than the other because of their synergistic relationship. Below you will find, the newly designed HUD with the list of changes that support our goals.

Taking a closer look

Because of the player's feedback and the goals that resulted from it, I was able to keep the players front and center throughout the design. The main thing was to keep players focused on what mattered most, which is the survival of the team, because a player’s success is very dependent on how well other teammates do. For this reason I made sure not to prioritize one pain point more than the other because of their synergistic relationship. Below you will find, the newly designed HUD with the list of changes that support our goals.

A

Team Status Component

+

Players can see teammate inventory which reduces the time spent asking teammates what they need at buy stations

+

Separating teammate statuses from the player status eliminates visual competition from the two

+

Cash and teammate kills are now also available at a quick glance

A

Team Status Component

+

Players can see teammate inventory which reduces the time spent asking teammates what they need at buy stations

+

Separating teammate statuses from the player status eliminates visual competition from the two

+

Cash and teammate kills are now also available at a quick glance

B

Player Status Component

+

Occupies its own corner of the HUD which eliminates visual competition between itself and teammate status bars

+

Larger size creates prominence so the player can easily read the most important information on screen, their shield and health levels

+

Additional information like gas mask levels and player kills are now just a quick glance away

B

Player Status Component

+

Occupies its own corner of the HUD which eliminates visual competition between itself and teammate status bars

+

Larger size creates prominence so the player can easily read the most important information on screen, their shield and health levels

+

Additional information like gas mask levels and player kills are now just a quick glance away

B

Player Status Component

+

Occupies its own corner of the HUD which eliminates visual competition between itself and teammate status bars

+

Larger size creates prominence so the player can easily read the most important information on screen, their shield and health levels

+

Additional information like gas mask levels and player kills are now just a quick glance away

C

Player Inventory

+

Inventory is now grouped together so user always knows where to look

+

New green color provides better contrast against the background. Players can notice available inventory even in peripheral vision which can help players not forget these useful items in clutch moments

+

No longer blocking enemy line of sight which reduces unnecessary distractions from player’s focus

D

Situational Indicators

+

Grouped together so player’s can scan situational information in one place

+

Eliminated the player’s need to perform during intense game situations by only displaying the remaining enemy teams and players

+

Gas indicator was increased in size, and now flashes red to help players distinguish what stage the gas is currently in

D

Situational Indicators

+

Grouped together so player’s can scan situational information in one place

+

Eliminated the player’s need to perform during intense game situations by only displaying the remaining enemy teams and players

+

Gas indicator was increased in size, and now flashes red to help players distinguish what stage the gas is currently in

Conclusion

By no means is this newly designed HUD perfect. If anything this is simply another iteration focused on addressing player's current pain points. This design takes the good from the current HUD design, and combines it with new original ideas and features. Ultimately, Warzone will continue to experience new updates, and we can only hope they aid players to play at their highest potential resulting in more fun and less frustrations.

Conclusion

By no means is this newly designed HUD perfect. If anything this is simply another iteration focused on addressing player's current pain points. This design takes the good from the current HUD design, and combines it with new original ideas and features. Ultimately, Warzone will continue to experience new updates, and we can only hope they aid players to play at their highest potential resulting in more fun and less frustrations.

Conclusion

By no means is this newly designed HUD perfect. If anything this is simply another iteration focused on addressing player's current pain points. This design takes the good from the current HUD design, and combines it with new original ideas and features. Ultimately, Warzone will continue to experience new updates, and we can only hope they aid players to play at their highest potential resulting in more fun and less frustrations.

Update! [ May 29, 2024 ]

Just about four months later from when I finished this design, Call of Duty released new patch notes. The notes indicate that new widgets will be added to team health bars just like I have in my designs. Pretty cool if I must say so myself.

Update! [ May 29, 2024 ]

Just about four months later from when I finished this design, Call of Duty released new patch notes. The notes indicate that new widgets will be added to team health bars just like I have in my designs. Pretty cool if I must say so myself.

Update! [ May 29, 2024 ]

Just about four months later from when I finished this design, Call of Duty released new patch notes. The notes indicate that new widgets will be added to team health bars just like I have in my designs. Pretty cool if I must say so myself.

At the bottom left corner of the HUD we can now see our teammate's inventory highlighted by the green boxes. In this example, teammate health bars now display the number of shield plates, killstreaks, and gas masks our teammates have.

At the bottom left corner of the HUD we can now see our teammate's inventory highlighted by the green boxes. In this example, teammate health bars now display the number of shield plates, killstreaks, and gas masks our teammates have.

At the bottom left corner of the HUD we can now see our teammate's inventory highlighted by the green boxes. In this example, teammate health bars now display the number of shield plates, killstreaks, and gas masks our teammates have.