Introduction

Destiny 2 is an online first-person shooter game developed by Bungie. This project aims to research and develop prototypes to enhance the game's user experience and interfaces..

Challenge

Explore possible improvements to 3 systems: Player Cards in Orbit, Quest Tracking, and Player Loadouts.

Details

ROLE

Prototyping | Wireframing | Visual Design

TIMELINE

2 Weeks

TOOLS

Figma, Photoshop, Illustrator

Disclaimer

This case study was created for a UX/UI design course.

Interactive Prototype

This Figma-based prototype showcases UX refinements to Destiny 2’s in-orbit fireteam screen and loadout interface.

Current Issues:

  • No pre-match clarity on subclass or team composition.

  • Requires manual inspection of each player.

Current in-game UI

Concept:

Replace current guardian rank display (a relatively unimportant or useful stat) with class icon & subclass info.

Reasoning:

  • Making this information more quickly available to better identify fireteam composition.

  • Support deeper social and tactical planning.

Quests

Current Issues:

  • Tracked Quests Use the Same Visual Style – Multiple quests share the same green highlight, offering no differentiation for priority or context.

  • Lack of Visual Hierarchy – Quest steps, objectives, and icons appear similar, leading to scanning fatigue and misidentification.

  • No Direct Association with NPCs or Activities – Icons and location cues fail to meaningfully connect players to the next step.

Quest - Page

Issue:

Quests are tracked using the game green color.

Solution:

Color coding for tracked quests. Optional: Allow Players to cycle through colors for further customization.

Quest - NAV Mode

Issues:

"Quid Pro Quo" Quest cannot be completed at current location.

"The Final Shape" Quest icon is similar to environmental marker, but it could be unclear to some players that this is the tracked quest.

Solutions:

"Greying out" the "Quid Pro Quo" Quest to de-emphasize.

"The Final Shape" Quest is given a color-coded banner & icon outline to emphasize quest connection.

Quest - NPC

Issue:

NPC Icon doesn’t register as quest step.

Solution:

Color coded animation to indicate quest step.

Loadouts

Current Issues:

  • Icon, Name, and Color options are locked to cycle through lists. No way to see all options.
    No way to return to prior option without cycling through whole list.

  • All three features (weapons/armor/subclass) are required for a loadout — i.e. A player can't have an armor loadout that doesn't overwrite weapons or subclass.

  • No additional details provided (on hover)in "Preview" section.

Current in-game UI

Flow Chart:

Loadout Prototype

Click to view screens

Click to view screens

Click to view screens

Review & Conclusions

Key Issues Identified

  1. Fireteam setup lacks visibility, making pre-match coordination slow and manual.

  1. Quest tracking offers little clarity, using uniform visuals that blur distinctions between objectives.

  1. Loadouts are rigid and unintuitive, with limited options to preview, rename, or organize builds.

Core Ux Solutions

  • Added subclass and role previews to fireteam rosters, plus a team summary panel in orbit.

  • Enhanced quest UI with color-coded tracking, clearer iconography, and NPC step linking.

  • Introduced a modular loadout system with editable names, icons, and flexible gear slot management.

Strategic Impact

These UX improvements aim to reduce friction, enhance player expression, and streamline decision-making across Destiny 2’s most active systems. By improving clarity, customization, and pre-match coordination, the proposed changes support stronger player identity and long-term engagement—helping the UI scale alongside the game’s evolving complexity without sacrificing usability.