Horizon Zero Dawn was a completely new IP for Guerrilla Games; an Open World Role Playing Game.
This means that the player can traverse a vast game world and encounter all sorts of adventures, challenges, enemies. But also collect, carry and trade all sorts of objects.
One of the objectives of the game designers was to let the game be as open as possible; provide the tools, not the solutions.
It was the responsibility of the UX team to help the player understand all the systems and mechanics in the game world in a way that was as unobtrusive as possible.
The game UI should help the player find their way through this massive world; have them achieve their objectives and show their weapon, tools, health, and enemy's states in and out of combat.
While the in-game menu should allow them to see the map, their backpack, their weapons and how to modify these.
Horizon Zero Dawn, a groundbreaking new IP for Guerrilla Games, was an open-world RPG that immersed players in a vast world full of challenges, enemies, and complex systems. My role as UX Team Lead involved designing intuitive UI and in-game menus that would enable players to explore freely, manage resources, and stay informed of critical gameplay mechanics like health, tools, and enemy status without detracting from immersion.
Leading a team of six—including UX designers, developers, and visual designers—I worked closely with game designers to translate evolving game mechanics into clear, functional interfaces. I collaborated with design leads to shape essential gameplay elements and spent significant time on user research, extracting requirements, and adapting our designs based on player feedback from frequent testing sessions. The result was an unobtrusive, player-centered UI that enhanced exploration and strategic gameplay in one of the most successful games in its genre.