Work/Destroy All Humans!

Destroy All Humans!

Controller-first UX, haptic feedback and a HUD that stays readable in the middle of the chaos.

Controller UXHapticsHUD
Role
Senior UX/UI Designer
Studio
Black Forest Games · THQ Nordic
Platform
PC, PlayStation, Xbox, Switch
Year
2020
Destroy All Humans!

Overview

Destroy All Humans! is Black Forest Games' remake of the 2005 classic.

The challenge

A destructible sandbox where players need to read their status and weapons at a glance, without the UI breaking immersion.

My role

Senior UX/UI Designer on the HUD, menus and controller experience.

What I did

  • Designed for controllers first, across controller types, which allowed a cleaner UI than touch.
  • Designed haptic feedback for alerts, impacts and the destruction of buildings and vehicles.
  • Worked on three layers of UI: the in-game HUD, the weapons submenu that shows what each weapon does, and off-game screens like settings, library and missions.
  • Streamlined the pause menu, cutting steps to reach the Datacore and the Furon Handbook.
  • Reworked the Mothership flow so upgrades and the Holobook sit in one place.

Outcome

Launched in July 2020 on PC, PlayStation and Xbox, later on Switch, and sold more than a million copies by May 2021, beating THQ Nordic's expectations.

What I learned

Feedback isn't only visual. A well-timed vibration can replace a line of UI.

Gallery

7 images · click to enlarge
Destroy All Humans! key art
Settings wireframes next to the in-game result
Pause menu flow: cutting steps from the Datacore and Furon Handbook
Mothership redesign: upgrades and the Holobook in one flow
Skins carousel
Combat HUD: weapons, health and threat level
Mission list with ratings and a preview

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.