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…

UX Design.