Project Summary: This project centers on evaluating Armory/loadout systems in Diablo IV and competitors - Path of Exile and Lost Ark. Insights found were used to propose enhancements for Diablo IV’s Armory/loadout experience.
My Role: UR / UX Design / Visual UI Design / UX Strategy / Branding / UI Patterns / Prototyping / Usability Testing
Diablo IV Design Team
Blizzard Entertainment
New & Casual Players
Hard-core Players
Console Game - PS5
Figma / FigJam
48 hrs
Challenge
Find ways to improve players' gameplay experience by helping them experiment with multiple builds each season, as well as minimizing any obstacles or"friction" involved in switching builds.
Business Goals
Increase the number of builds players try each season by removing the friction of changing and trying new builds
Design Approach
A Design Thinking Approach was used as it is a flexible approach for exploring complex problems, such as the Diablo IV’s Armory/Loadout System, and generating creative solutions to improve the player's overall gaming experience.
50%
Improved onboarding process
100%
Reduced Friction
90%
Player Impact
Process
Empathize: A competitive analysis was conducted to gain a better understanding of player pain points, behaviors and competitors’ approach to Armory/loadout systems In ARPG Games
Audience Insights: Key insights reveal that players desire greater freedom to experiment with builds, feeling limited by the current cap on character and build slots in Diablo IV. The costliness of respeccing adds friction, highlighting a need for a more seamless method to switch between builds.
Two key user groups were identified as our target audience:
New/Casual Players and Hardcore ARPG Players
Define: How might we enhance the Armory/loadout system to increase seasonal build experimentation by providing players with greater freedom and ease of use when trying new character builds.
Success Criteria - What will success look like?
Player Engagement: Increase experimentation by over 25%.
Reduced Friction: Reduce time spent in menus by 15%, indicating streamlined navigation and fewer steps to switch builds, enhancing players' focus on gameplay rather than interface management.
Retention and Seasonal Participation: Boost player and seasonal build diversity by 30%, as players feel empowered to explore different builds each season.
Key Ideas Explored:
Builds within each Character Class
Quick-swap Loadout
Starter Suggested And Recommended Builds with Flexible Customization
Stash “Build” tab where players can save, edit and customize builds
Test: It is important that we approach this from a Lean UX perspective of continuous learning with rapid iteration based on user feedback.
Suggested Key Performance Indicators (KPIs)
Loadout Swap Frequency Rate
Time Spent configuring Loadouts
New Player Adoption Rate
Seasonal Build Usage Rate
Customization Activity on Recommended Builds
Retention Rate of New Players
Final Proposed Solution:
Overview
Enable players to create and customize multiple builds within each character class, with the option to start from pre-configured "starter" or "best" builds tailored to each class. Builds are saved within the STASH inventory, allowing players to seamlessly switch between class-specific builds via a new "Builds" tab in the STASH.
Key Player Benefits
Quick-swap of Builds in the same gaming session
More build slots for players to experiment within each class
New Players/Casual players have an easier entry point into the game with “starter” builds
The ability to build different builds within each class inside the same gaming session will reduce the friction of customizing new builds, giving players more freedom with their builds.
Proposed changes would make it easier to make new builds which should encourage experimentation
Expected Results
By making it easier for players to quickly switch between builds within the same gaming session, expand build slots, and provide sample “best/starter” builds, we hope to reduce friction and encourage more players to experiment with builds each season.
“Really great job of putting these together in such a short amount of time. I am impressed by your work and the solution that you came up with.”
Cameron Purchase
Lead UX Designer | Blizzard Entertainment















