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ixd user flow

🎮 Warner Bros Discovery
Game HUD Navigation Redesign

Systems UX · Strategy · HUD Architecture · Interaction Design

Overview • Players & Research • HUD & IA • UX Challenges • Flows & Prototype • Design System • Accessibility • Impact & Reflection



My Role

Senior UX/UI Product Designer specializing in systems design, complex HUDs, and scalable information architecture. Defined UX strategy, structure, and interaction patterns for a multi-layer strategy game.

Industry Experience

AAA Game UX & Systems Design.
Building high-density interfaces and decision-support tools within the Game of Thrones / House of the Dragon strategy ecosystem.

Project Overview

Designed onboarding, navigation and core interaction model for a large-scale mobile, tablet and desktop screens. Delivered user flows, IA frameworks, wireframes, prototypes, and UX patterns to support fast, strategic player decision-making.

Research & Insights

Analyzed interaction patterns, and assessed complexity challenges. Partnered with Game Design, UI Art, and Production to validate concepts, refine usability, and align the HUD with player needs and gameplay depth.

Core UX Challenges

  • Dense, multi-layer HUD with no clear prioritization of information.
  • Navigation patterns lacked consistency across map, missions, and management screens.
  • Important actions buried in inconsistent interaction patterns.
  • Players overwhelmed by high-density data and competing priorities.
  • Friction moving between map states, missions, and resource management.
  • System did not scale for different player types or skill levels.

Visual & Accessibility Challenges

  • Visual clutter obscured key gameplay signals.
  • Poor contrast reduced readability and slowed decision-making.
  • Layouts ignored ergonomic reach zones, especially on mobile.
  • Missing labels reduced learnability and onboarding success.
  • Color-dependent indicators failed color-blind accessibility.

Moodboard

Collaborated with Art to build a mood board that established visual direction through fantasy storytelling, medieval references, and character iconography. Synthesized textures, maps, and motifs into a cohesive system that balances immersion, clarity, and scalable UI patterns.

moodboard


Who are the players?
How They Behave? Where They Struggle ?

Persona

These are examples of two different types of players. My challenge as a designer was to balance these very different expectations: making the experience intuitive and inviting for the narrative lover, while still keeping the rich puzzle quest for the strategy expert.

observation


Journey Map

These are User research insights from playtest sessions To better understand how players evolve through the game, I mapped their journey using five distinct phases — Explore, Expand, Exploit, Exterminate, and Endgame. Each phase reflects a different player mindset, goal, and emotional state.

observation


When Excitement Meets a Dead End

moodboard


Testing

The common challenges in such complex games is the need to present a vast amount of information. Making it difficult for players to find the specific data they need getting lost in irrelevant details. ixd user-test

Accessability Issues

As part of the accessibility review, I discovered many issues like touch targets that were too small, buttons placed too close together, or critical actions pushed to screen edges where they were harder to reach. ixd user-test

ixd user-test

Scalable template that defined safe touch zones, margins, and spacing rules for both thumb reach and visibility.

observation


Information Architecture - Mapping systems into clear HUD zones.

Simplified information- architcture for players that is more intuitive observation observation


Map Info Panel Analysis & Common Patterns

observation

Layout Consistency of Info Panels

Creating Consistent HUD Panel Patterns observation observation

Tile Map Optimization: Clarity, Hierarchy & Readability

I audited all map info panels and standardized layout rules to ensure every panel communicated hierarchy, ownership, and action state in a predictable way.

What I improved

Building on the analysis, I created a unified visual framework for all tile types to improve clarity, accessibility, and instant recognition. However, color alone isn’t always accessible — particularly for players with color vision deficiencies. To support color-blind accessibility, every state also includes unique icons and border shapes. The system scales across both map and detail views to maintain orientation and reduce decision time.


observation


Tile Ownership - My City layout for the player’s own city — While most tiles follow a generic structure - ‘My City’ requires a distinct pattern The idea is the player can see relevant info one at a time . This area serves as the player’s home base — the center of strategic decisions, upgrades, and management actions.

observation


Grayscale Design System

A small glimpse of the larger design system. Most of the screens were built in grayscale to focus purely on structure, clarity, and interaction. As the experience evolved, I started building consistency & reusable components in parallel, so engineers & the team could test & iterate quickly. The system had to be flexible, scalable, and easy to adapt as new ideas emerged.

A living system that evolved with the product - balancing speed, clarity, and collaboration.

observation


As the design system started to take shape and the engineering team began developing the core game architecture, I moved into exploring textures, visual balance, and environmental context. Testing how textures, icons, labels, and transparency interact together without cluttering the screen.

textures

When designing for Map territories, Textures can indeed play a crucial role in accessibility and easy identification, especially when it comes to color blindness.

Using textures with the right visual contrast, patterns, or gradients can provide tactile feedback to users with visual impairments. On a map, it can help identify different territories or regions.


Labels - How important are they !?

Labels improve clarity, reduce errors, and help users understand actions without guessing. They support screen-readers, assist accessibility needs, and ensure icons and controls are immediately understandable. I evaluated where labels were missing or unclear and how that affected player comprehension. I created a consistent labeling system for core actions, icons, and navigation elements to improve learnability, reduce mis-taps, and support accessibility. I learned that incorporating labels is an essential aspect of accessible design, regardless of the user’s abilities or disabilities. Labels contribute to a more inclusive and user-friendly experience, making it easier for everyone to access and engage with digital interfaces and information.


Summary - My Contribution

Complexity Challenges Impact

Tackled the demands of highly dense, multi-layered HUD systems across the game.


  • Reframed the HUD structure into a clear, layered information hierarchy.
  • Defined navigation principles that reduced cognitive load across all map states.
  • Consolidated fragmented workflows into predictable, scalable interaction patterns.
  • Improving information hierarchy without sacrificing game depth
  • Translated a high-density system into a more readable, decision-ready interface.
  • Improved player orientation through consistent surface layouts and UX patterns.

Visual & Accessibility Enhancements

Assessed where visual noise and unclear hierarchy created unnecessary friction.


  • Reduced visual noise by introducing a unified spacing, labeling, and grouping system.
  • Strengthening hierarchy for quicker visual parsing
  • Improving clarity across icons, labels, and map elements
  • Reducing visual overload in high-density UI zones
  • Introducing accessibility-compliant patterns and spacing rules. Defined accessibility-compliant touch zones, margins, and target sizes.
  • Reduced visual noise by introducing a unified spacing, labeling, and grouping system.
  • Designed a color-independent system using shapes, icons, and texture cues to meet WCAG-aligned accessibility needs.


Business Outcomes & Product Performance

observation


My Design Process

As a systems-focused designer, my role extends beyond screens—I align teams, clarify problem spaces, and make sure every decision ties back to player needs and product goals. I collaborate closely with engineers to validate interactions early and partner with artists to shape a cohesive visual narrative.


  • Drive alignment across design, engineering, and art
  • Simplify complexity through structure and clear patterns
  • Craft intuitive flows for a dense strategy ecosystem
  • Enable faster decision-making through clarity and hierarchy

My Reflection

This work deepened my understanding of designing for scale, accessibility, and diverse player behaviors. I learned how to shape systems that flex for both beginners and experts while preserving clarity in high-density environments.


  • Design must adapt to different cognitive loads and play styles
  • Clarity and accessibility are strategic advantages, not add-ons
  • Early collaboration improves both creativity and feasibility
  • Consistent patterns reduce friction across a complex HUD

Tools Used


Other projects:


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