For the rebranding of Heroes & Generals as Heroes & Generals WWII we decided to move into a new UI framework and give the ageing UI an overhaul, both visually and usability wise.

Every aspect of the existing interaction design and user flow is being re-done, while certain core tenets of the design are kept recognizeable in order not to give the large existing player base a culture shock. The new design is a fine balance between familiarity, muscle memory, modern affordences and quality of life features.

The new UI is a lot more lightweight and puts the ingame item renders front and center. It favors much stricter consistency in its information achitecture, for example by relegating any detailed information about whatever the player is looking at to a persistent info box to the right. It also does away with a lot of the fleeting modal dialogs in favor of more logical navigation hiearchy that gives UI sections a natural place to “live”, making them easier to find.

The onboarding and first ten hours of the user flow and gameplay loop is getting special attention in order to increase week 1 retention. One way this achieved is by hiding irrelevant UI at the beginning and introducing widgets one at a time as they become relevant to the player.

I created every aspect of the UI, from user flow analysis, specifications, prototyping and user testing to all visual design as well as final 2D assets. This is currently unreleased work-in-progress.

Soldiers > Barracks

Soldiers > Garage

Soldiers > Command

Progression > Player progression

Progression > Soldier Specialization

Progression > Player Achievements

Progression > Soldier Rank

Progression > Soldier Ribbons

Battle Report > Battle overview

Battle Report > Earnings

Battle Report > Scoreboard

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