Destiny2 world system

multiplayer first-person shooter

Here is the journey of me with the UIUX for Destiny2.

Extensive player inventory, with unique icons for most items, created through automation. Quick and intuitive navigation through these dense inventories via an easily controlled free cursor.
Effortless multiplayer joining in all activities. Flexible overflow valves that reduced bug wake as our internal localization team to brought the game to 11 languages.
Support for 4 platforms, as well as a PC port.
Flexible investment systems allowing designers to build features with little UI involvement.
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awards from the National AIGA and Graphis
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‍KEYWORDS
FPS; User Interface; Interaction; Experience Design; HCI; Digital Media; Responsive Environment; Product Design; Visual art;  Game Design;
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Yiqi Zhao
Senior Technical UX Designer @Bungie

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WIDE VIEW HUD

We designed the HUD system to only reveal most vital info elements to open up the first person beautiful scenes. For example, player could enter into navigation mode for quest information, or open up inventories using their hot keys.

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The Free Cursor

The free cursor would allow player to navigate through inventories from one end of the screen to the other comfortably and quickly. The parallax mechanism also allowed us to display contextual and layered details without having to carve out a disconnected, dedicated sub-area of the UI to present.

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Activity BASED DIRECTOR

Player at our main director screen would have opportunities to explore wide range of activity-based destinations rather than settle into a single activity type. Our [DIRECTOR] as presented solar system map matched the navigation behavior while is also long lasting as we add new destinations as additional planets/nodes for future seasons.

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Yiqi, designer, technologist, artist.

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