This case study will take an in-depth look at the loadout screen in the Last of Us games and determine where there can be areas of improvement. Research and discovery loadout screens are presented along with defining the design challenge with a user journey map, followed by ideation, prototypes and final production art.
1. Game UI Analysis
2. Loadout Screens - Analysis
3. Loadout Screens - Analysis
As a player I...
-Want to see all my current gear
-Want to be able to swap items in and out of my loadout
-Want to have custom loadouts so I can adapt for different stations
-Want to be able to name my loadouts to remember which is which
-Want to see the stats of a weapon so I know if I want to add it to my loadout
-Want to see how many items left I can equip
-Want to have a smooth seamless experience
As a player my goals are...
-To be able to see everything at a glance
-To quickly access the menus I need
-To be satisfied with my loadout prior
-To the missionto reset a whole loadout so I can start fresh
-To be able to quickly compare the stats of different weapons
Player Pain points
-Menus cover other menus creating clutter on the screen
-I want to know why I cant add anymore items
-Customizing is too many clicks and buried in other menus
-I cant tell which loadout I currently have equipped
-I accidentally reset my whole loadout and now I have to start all over
-I have difficulty counting the number of ticks in the stat bar of the weapon