Rare: Everwild
At Rare I was part of the central UX/UI team, working on the exciting new IP, Everwild. The nascent project was ready for some serious UX attention, but also in a place where our team could meaningfully contribute to gameplay decisions and influence the shape of the game as a whole.
My tasks encompassed:
Devising a replacement for the game’s old “hotbar” and inventory, introducing a blade style UI panel giving players intuitive access to their collected items.
Developing a full Settings system, based on detailed analysis of player needs and game capabilities, from initial research through to iterating on the final UI with a hugely talented team of artists.
Building relationships across functions from game design to engine, rendering to QA, to ensure a smooth delivery of finished features.
My role: Senior UX Designer
- UX Design
- UI Design feedback
- Game Design support
Results
- Everwild consistently achieved improved player feedback during playtests
Cropped image showing part of the planned new inventory feature in Everwild.
More reference images coming soon…