Gameplay Optimization, Console Game - PS 5, Diablo IV | Blizzard

Bag Approver App | AR Native Mobile App, Kraft Group

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

Stakeholders

Stakeholders

Diablo IV Design Team
Blizzard Entertainment

Target Audience

Target Audience

New & Casual Players
Hard-core Players

Platform

Platform

Console Game - PS5

Tech Stack

Tech Stack

Figma / FigJam

Duration

Duration

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

Design Stack

Design Stack

Design Stack

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