Work/Destroy All Humans! 2

Destroy All Humans! 2 – Reprobed

Mapped the whole player flow in pre-production, and the shipped game stayed true to it.

Flow designPlayer researchSplit-screen
Role
UX and flow design
Studio
Black Forest Games · THQ Nordic
Platform
PC, PlayStation, Xbox
Year
2022
Destroy All Humans! 2

Overview

Reprobed is the remake of the 2006 sequel. I joined in pre-production, and the team gave me full trust to explore its UX direction.

The challenge

Keep what fans loved about a cult classic while bringing every flow, menu and mode up to modern standards, including local split-screen.

My role

Owned UX and flow design from pre-production, working with the design and UI teams.

What I did

  • Played the original on older consoles and read fan blogs and comments to learn what players loved and what frustrated them.
  • Built a full flow map of every feature, starting from the tutorial and taking cues from Final Fantasy VII Remake's clean, informative approach.
  • Designed the split-screen layout, splitting the screen equally and using the spare space for the map and mission goals.
  • Redesigned the skins menu so the 3D model gets room to breathe and players see more options at once.

Outcome

Shipped in 2022 on PC, PlayStation and Xbox. The released flows stayed consistent with the map I made in pre-production.

What I learned

Fan comments are free user research. They told us what to protect and what to fix before we drew a single screen.

Gallery

6 images · click to enlarge
Destroy All Humans! 2 – Reprobed key art
Ability tutorials that appear the first time a new power unlocks
Skins menu before and after: from a crowded radial to a grid that gives the 3D model room
Split-screen: two equal views, with spare space used for the map and mission goals
In-game HUD: objectives on the right, minimap bottom left
The full feature flow map, from tutorial to endgame

Let's build a better player experience.

Whether you need fresh eyes on your onboarding, a partner through your next milestone or someone to lead UX and creative direction, I'd love to hear about your game.