Dead by Daylight Hero Pick Screen Case Study
Dead by Daylight is an asymmetrical horror game where one player is the Killer and the other four are Survivors. Matches are referred to as trials. The Survivors' objective is to escape the trial by repairing five of seven generators scattered throughout it to power the two exit gates.
RESPONSIBILITIES
Game Experience Design
Heuristic Evaluation
Prototyping
TOOLS
Figma
Photoshop
Illustrator
Level progression is represented with a circular indicator to show progress. While players have an idea about their progress, exact information is not given
The character selection page features both locked and purchasable characters, represented by greyed-out avatars. The greyed-out avatars fail to provide sufficient information for the player, as it is challenging to notice against the background, making it difficult for players to discern the locked and purchasable characters effectively.
When a player attempts to access locked characters, they are redirected to an entirely different page—the character's purchase page within the store. It's anticipated that players might select a locked character either by accident or for discovery purposes. However, this not only forces the player into a page they did not consent to but also incurs two interaction costs when trying to revert. While monetization is integral to the gaming environment, implementing it without the player's consent or initiative is often perceived as intrusive.
The numeric value of the current level is now displayed at the center of the circle, enhancing accessibility. This addition offers players precise information while the circular indicator still shows progress approximately.
Clicking on locked characters no longer automatically redirects players to the shop without their awareness. While guiding players to the shop is crucial for monetization, doing so without their consent risks discouraging the discovery experience. To address this, I've introduced a "Go to Store" button and added character information, ensuring players have the option to explore the shop at their own pace.
Improved the readability and accessibility of locked characters by introducing a lock icon. And clicking on a character will now highlight the character's box with a stroke, indicating which hero the user is currently viewing.
A "check" icon indicates the player's chosen character. If no manual selection is made, the game assigns the basic character, displayed with the "check" icon upon clicking "Play." This is crucial for identifying the active character.
Disclaimer: This case study is a personal redesign to showcase my skills and has nothing to do with neither Behavior Interactive nor 505 Games. As a person who enjoys Dead by Daylight, by doing this redesign I have tackled a frustration I was experiencing.