▲ Redesign of Character Customisation and Loadout. Over time, the Inventory menu had seen many new additional features and become overcrowded with information and difficult to read. My design attempts to rearrange the information to give a more fluid look and better usability.
▲ Wireframes
▲ Detailed mock-ups using game assets. I also designed new character icons which used mug-shot photo negatives, hinting at the characters criminal background.
Old Design
Redesign
▲ Old Design vs Redesign
About Payday 2 UI/UX
Several Payday 2 menus had become difficult to navigate and cluttered over the years due to the addition of new features. I was asked to audit the design and find areas of improvement for future production (Payday 3).
One of the main issues was the Inventory screen - a key menu for adjusting the player character, and creating different builds to match the tactics used in the various heists. The old layout wasn't very intuitive and information was spread out making it difficult to read.
I aimed to create a better flow of information and create a design with impact. I created wireframe mockups to quickly test various layouts. I wanted to consolidate information that related to each other, and clarify some of the headings and terms used. An initial idea was to divide inventory management and character (cosmetic) management to highlight the mix of colourful characters and mask designs and allow players to make quick changes to characters without affecting loadout and vice versa. Other than layout adjustments I aimed to refine the graphic elements used such as the background and 'brackets' to help legibility.
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