Overwatch 2:
Case Study
UX/UI Designer:
Faraz
​
Tasks:
• Player Journey
• Paper Prototyping/Flow Charts
• Wireframing
• UI Mockups
• Accessibility
• Style Guides
Project Overview

Product​
Recreation of Blizzard's FPS: Overwatch 2
Length
~ Approximately a week
Problem
Case study of Overwatch 2's UX/UI
Goal
Recreate Overwatch 2's UX/UI with improvements
Work Process
Player
Journey
Paper Prototype
Flow Chart
Wireframe
Design
Usability Test
UI Mockups
Accessibility
UI Style Guide
Understanding the Player
Player Journey
Let's bridge the gap between game developers and players through a common player journey for Overwatch 2. Only some of the screens for the player journey is shown here. The screens are designed by Blizzard and the screenshots come from Unknown's gameplay on YouTube

Players see a bunch of menu options with UI feedback
Players feel the main menu is clear and straight forward
Players click play to begin playing which is the first option available
Opportunity: Add "options" to the list of less relevant options
![[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (6).png](https://static.wixstatic.com/media/730f7d_ab392fb378f04ccf83e535a083458188~mv2.png/v1/fill/w_211,h_246,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/730f7d_ab392fb378f04ccf83e535a083458188~mv2.png)

Players know they're in the queue via text and a sound effect
Players are relieved, but could be frustrated if the queue time is very long
Players select practice range (while waiting in the queue)
Opportunity: Add an estimated queue time

Players see a text "assemble your team" with a list of hero choices. Audio feedback is also present
Players find it clear that they selected a character, but might be nervous while waiting
Players click ready and refresh themselves on the hero's ability
Opportunity: Not available

Players are in first person view, can view the objectives with a timer for the game to start
Players are more confident now that they've tested the controls for a bit
Players familiarize themselves with the game while waiting to start
Opportunity:
Provide the player with some tooltips that help ease nerves
Paper Prototypes

[Home Screen]
​
Players can choose between options

[Game Mode Screen]
​​
Players can choose game modes

[Game Mode Screen 2]
​​​
Players can choose sub-game modes

[Queue Screen]
​​​
Players are standing by to start the game

[Loading Screen]
​​​​
Players know they have entered a game

[Character Selection Screen]
​​​​
Players can choose a character and lock in

[Gameplay Screen]
​​​​
Players know they are in the game, start playing, and know the objectives

[Defeat/Victory Screen]
​​​​​
Players know they lose (and why) and how to do it differently to win
Next, I laid out the screens and what each player can do on each screen (the paper prototype)
Flow Chart
Now that all the screens are determined, here is a user flow for a capture the point/push the payload game
![[Faraz Forghani]. UX_UI for Gaming_edite](https://static.wixstatic.com/media/730f7d_692c5e5e1f7f4de9ab01dca7ce741e3e~mv2.jpg/v1/fill/w_979,h_402,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/%5BFaraz%20Forghani%5D_%20UX_UI%20for%20Gaming_edite.jpg)
Starting the Design
Wireframes
The wireframes were designed based on the current structure of the game. The wireframes were then refined based on usability testing. Everything in the wireframes was made from scratch except the Overwatch 2 logo which belongs to Blizzard and grabbed from the internet



![[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (17).png](https://static.wixstatic.com/media/730f7d_a456e1ac79de4f8291a4dfd00fa1e088~mv2.png/v1/fill/w_505,h_317,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/730f7d_a456e1ac79de4f8291a4dfd00fa1e088~mv2.png)
Usability Testing
The research objectives of the usability test were:

Evaluate the usability of each screen (main menu, gameplay, character selection and queue screen)

Do players understand all the options shown on the screen?

How do players feel about the improvements suggested on 3 out of 4 of those screens?

Iterate design based on the feedback given by players

-
Participants: Two male participants (age 31 & 33)
-
Background: Have played limited amount of Overwatch
-
Platform: Figma static wireframes (moderated)
![[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (14).png](https://static.wixstatic.com/media/730f7d_fcccc0b02edd4d22b2d41ff3c9743e02~mv2.png/v1/fill/w_662,h_416,al_c,lg_1,q_85,enc_avif,quality_auto/730f7d_fcccc0b02edd4d22b2d41ff3c9743e02~mv2.png)



What is account
merge?
Confused what [ESC] does here
Most options were clear on this screen


I like this feature but only at low levels
Everything else was understood the way it was intended


Maybe there should be a difference between queue time and estimated
Do these correspond with open queue and PC pool?
Post-Usability Wireframes
Two of the four wireframes were iterated based on the feedback from the usability test


AFTER
BEFORE
-
Added an information icon next to merge that shows information when hovered
-
​Changed the wording of "MENU" to "OPEN SUB-MENU" because users were confusing it with closing that menu they were in


AFTER
BEFORE
-
Made the queue time bigger and more bold than the estimated time
-
Removed the alignment with the left side and put a box around them to indicate that it's in its own section
Refining the Design
Mockups
The following mockups were created in Adobe Photoshop based on the wireframes that were tested. The Overwatch 2 logo, profile picture, hero portraits, and gameplay screens belong to Blizzard, but everything else is created by me




Accessibility
These mockup screens were checked in all eight filters of the color blindness simulator (Coblis)

Only one noticeable issue was identified in the monochromacy evaluation of this screen, otherwise everything else already stands out on the other screens. The "attack" text and usernames were not that legible so I fixed that in the new iteration
![[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (22).png](https://static.wixstatic.com/media/730f7d_afb06dc5c245439788b2c12f3afe89d6~mv2.png/v1/fill/w_600,h_387,al_c,q_85,enc_avif,quality_auto/730f7d_afb06dc5c245439788b2c12f3afe89d6~mv2.png)
![[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (23).png](https://static.wixstatic.com/media/730f7d_f5ccd6915e1147ac9d10353ac8981c50~mv2.png/v1/fill/w_600,h_389,al_c,q_85,enc_avif,quality_auto/730f7d_f5ccd6915e1147ac9d10353ac8981c50~mv2.png)
BEFORE
AFTER
UI Style Guide
![[Faraz Forghani]. UX_UI for Gaming_edite](https://static.wixstatic.com/media/730f7d_508eb49e08754054a2323cf81bd7b9b0~mv2.jpg/v1/fill/w_979,h_398,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/%5BFaraz%20Forghani%5D_%20UX_UI%20for%20Gaming_edite.jpg)