Purpose:
UI/UX Case Study
Software Used: 
Photoshop CC, Illustrator CC, After Effects CC
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CASE STUDY GOALS
My goal with this case study was to learn about the Overwatch HUD and understand what it takes to add new character abilities. To accomplish this task, I decided to create a new character that would complement the current hero types, and gameplay modes.

I chose to make a new fictional character named Vlad for this concept. In terms of lore, I thought it would be fun to make a counterpart to Zarya as an old war buddy. In contrast to Zarya, Vlad wouldn’t be a tank; instead, he was designed to be a high-risk, high-reward, mid-range damage dealer. In my design, his armament features a particle cannon and graviton technology that is similar to Zarya's abilities.

Animated cooldown example in the HUD

HEro Profile CONCEPT
General
Moderate Movement speed
Aggressive demeanor that mimics his play style

Weapons and Abilities
Energy weapons with AOE damage
Secondary charge shot that can penetrate shields
Armor Conversion into Splash Damage around the hero
Trapping mechanics
Ultimate with AOE damage

Vlad's abilities and weapon icons are inspired by the Particle Cannon and Particle Barrier technology featured in Zarya's abilities. I re-used the generic passive ability icon for shield regeneration (this exists in the game). I used this mood-board to study Zarya closely and pick up visual guidelines for my new character concept

HUD CONCEPTS​​​​​​​

To gain full understanding of how to build new character abilities from scratch, I had to carefully observe how the UI elements reacted when a player uses an ability. Thankfully, Overwatch features a cinematic mode that allows you to turn off all UI elements. I used this feature to capture images without the HUD and proceeded to re-create it from scratch.

VISUAL FEEDBACK CONCEPTS:  Graviton Shackle
Casts a binding orb that connects up to 3 nearby enemies within the casting range
Visual feedback for the player to target enemies with Graviton Shackle
Visual feedback for the player to target enemies with Graviton Shackle
Visual feedback for the player to indicate that enemies are affected by Graviton Shackle
Visual feedback for the player to indicate that enemies are affected by Graviton Shackle

 This flowchart represents my early thought process for mapping out new abilities for this new fictional character from scratch and how that could relate to UI elements in the HUD.

RESEARCH
 I watched streams of professional Overwatch players and took note of the how the meta was currently being played. As a result of these observations, I noticed that a major component of both casual and professional play was the use of a team composition known as “GOATS” (3 tanks, 3 supports). This helped me develop ideas on how to implement a new character that could challenge this style of play, or, more specifically, characters that utilize shields (e.g., Reinhardt, Brigitte, D.Va, etc.)  
References:

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