Luis
CV ↓

StreamliningCharacterCreationinEldenRing

I set out to improve the experience of creating your character in Elden Ring.

Personal project · 2024 · UX/UI for Video Games

Streamlining Character Creation in Elden Ring
01

The Challenge

Built as part of the UX/UI for Video Games course at ELVTR, taught by Ivy Sang (UX/UI Director at Blizzard).

The goal was to make character creation less confusing and overwhelming for new players, propose a new visual style, and bring part of it into a game engine. I studied how new players first meet the game to build an end-to-end proposal, and used a new visual concept to sharpen my interface design.

My role

Player analysis, wireframes tested and iterated, and a new visual direction backed by a style guide, ready for the engine.

Tools & timeline

Photoshop · Illustrator · Figma · Unreal Engine. 7 weeks: 3 on discovery and prototyping, 3 on visual design and accessibility, 1 on engine implementation.

ERG-PROB-original
02

Research

To understand the decisions players make, I analyzed the first-time user experience: what they see on each screen, what they feel, and what they expect. In short, new players found the choices in character creation confusing and overwhelming.

ERG-RES-journey--full

Screen mapping & flowchart

I then mapped how a new player moves through the game, from starting a new run to the first enemy encounter, to understand the actions available on each screen beyond character creation.

ERG-RES-flow--full
ERG-RES-mapping--full
03

Wireframes & Testing

The biggest change was putting everything on one screen, to give context and visually connect the origin you choose with the skills each one brings.

ERG-WF-v1-1
ERG-WF-v1-3
ERG-WF-v1-2
ERG-WF-v1-4

Usability test & iteration

I tested V1 with 5 players, a mix of new and returning Elden Ring players, and documented every session.

✓ Working
Tasks completed with ease
✓ Working
Origins clearly presented
✓ Working
Contextual information on hover
⚠ Needs iteration
Keepsake info missing before selection
⚠ Needs iteration
Select Keepsake & Edit Appearance buttons unnoticed

Based on the test results, I made some changes to the screens for V2, mainly in how players understand and interact with the keepsake.

ERG-WF-v2-1
ERG-WF-v2-2
04

Visual Design

I wanted a new visual proposal that stayed close to the Elden Ring world while looking completely different from the current screen.

ERG-VIS-moodboard--full

UI style guide

I designed everything from scratch, except the icon and character art, borrowed from the Elden Ring Wiki.

ERG-VIS-components-samples--full
ERG-VIS-style-a--3
ERG-VIS-style-b--3
ERG-VIS-style-c--3

I ran the palette through a color blindness pass — protanopia, deuteranopia, tritanopia — to check that nothing in the interface depended on hue alone to be readable.

ERG-VIS-blindtest--full

Final screens

After several visual iterations, I shared the final result with the usability testers. Their response to this new direction was very positive:

  • "Character creation is much more intuitive and easier."
  • "I understand more easily the differences between origins."
  • "It is clear to understand what a Keepsake is."
  • "I like the new design, it's a new interesting style."
ERG-VIS-final-a--3
ERG-VIS-final-d--3
ERG-VIS-final-g--3
ERG-VIS-final-b--3
ERG-VIS-final-e--3
ERG-VIS-final-h--3
ERG-VIS-final-c--3
ERG-VIS-final-f--3
ERG-VIS-final-i--3
ERG-VIS-hero--full
05

In Engine

Implemented in UE5 with UMG — a partial prototype, built to test whether the design survives contact with an engine instead of a Figma canvas.

Data Tables & Structures
Dynamic content
UI materials for card backgrounds
Performance
Animated origin cards
Interaction
ERG-UE5-still--full