Death Stranding - UI/UX redesign

 Death Stranding is a game with a Triple-A budget.  No expense spared.  A small army of artists, programmers and designers worked tirelessly to create it.  And yet... it has the _worst_ UI/UX design I've every encountered in any game, which includes all Indie games.  It was so bad that, prompted from a conversation about it, I took to redesigning it myself to show what can be done (and to the people still playing it, what they're needlessly putting up with).  UI/UX broke this game for me and all the above-mentioned efforts from many talented people was seriously diminished as a result.   If you're creating a game then put the time in to crafting a streamlined, efficient and easy-to-use interface.  It's worth it. 

The below redesign incorporates around 8 different menus, and numerous superfluous cutscenes into one easy to navigate menu system.  And as my friend pointed out, we get a bonus Backpack Tetris game to boot.  :)   



The default UI, starting the game with no inventory or upgrades

A maximum case scenario, all upgrades, 2 trucks and a delivery terminal

Selecting the large metal container brings up a pop-up showing its details

This can be dragged to other locations

The Offloaded window increased or lengthens accordingly (Max: 3sqH, 12sqL, with L-R scroll bar)

The Details pop-up window can be turned off

Grids on either side of the backpack can be cycled through other lockers (L) or vehicles (R)


[My Steam Review will go into more detail and I'll post a link to that here soon]