Set in a post-apoc version of Earth, Revival is a 4x strategy game where the world and its rules can change at key moments, creating a deep and highly replayable experience.

Task

The team was preparing for an important milestone. In this regard, they needed assistance with certain pain points in the interface. They reached out to me for a fresh perspective and solutions.

My role

User Research, Wireframing, Interaction Design, Prototyping

Process

Contact with the clan

Before

Before

After

After

General window anatomy The arrangement of elements does not correspond to the European perception (from left to right, according to the direction of writing). The "Continue Search" block is redundant and can be condensed to a single button with a tooltip on hover.

Considering this, I propose an alternative arrangement of elements that is easier to perceive - from top to bottom. With this layout, the information appears too narrow. To add a sense of grandeur and emphasize the essence of player choice, it is necessary to include artwork related to the climate type and corresponding population.

Clan/Population Block

Untitled

It is divided into two meaningful parts: clan and population. Therefore, we should separate them visually without creating three distinct entities. The icon relates to the population, so it should be positioned accordingly.

When dealing with large text blocks, it is not recommended to use center alignment.

Who We Are Block

Untitled

The text related to the population and climate should be accompanied by a corresponding icon and highlighted with a specific color. All of these elements should be interconnecte