The goal was to redesign Hitman 3's interface to make navigation more intuitive, mission information easier to understand, and frequently used features more accessible. I aimed to create a more organised and flexible experience while preserving the game's distinctive cinematic atmosphere.
The main menu relies on horizontal navigation and large content tiles, making essential features and promotional content compete for attention. Frequently used actions, such as Load Game, are not consistently prominent, while the predefined layout offers limited flexibility for players with different preferences. These elements create opportunities to improve navigation clarity, visual hierarchy, and content organisation.
I explored established UX principles covering navigation, visual hierarchy, system status, customisation, controller input, and accessibility. These findings informed the persistent navigation, structured content areas, mission information hierarchy, and optional customisation features. The research provided a theoretical foundation for the redesign, while interaction behaviour and usability improvements remain to be validated through testing.
I introduced a vertical navigation system with clear labels, consistent icons, and visible selection states to make essential categories easier to recognise. A dedicated profile panel displays player progression, while organised content cards separate featured activities from primary navigation. I also designed a customisable shortcut system, allowing players to select preferred categories and arrange them across seven available slots. The interface supports both content-rich and minimal layouts, giving players greater control while maintaining Hitman 3's cinematic identity.
The campaign menu relies heavily on large mission imagery, with limited visibility of progression, objectives, and target information. Players may need to navigate between screens to understand their mission status or access relevant details. The lack of a clearly structured information hierarchy creates opportunities to improve mission tracking and support more informed decisions.
I reorganised the campaign interface into a structured mission list and a dedicated information panel. Each mission displays its location and completion progress, while the selected mission reveals target details, relevant cinematics, and available actions. Clear progress indicators and consistent content grouping help distinguish completed missions from unfinished ones, providing players with a more organised view of their campaign and objectives.
The final redesign brings together a more structured main menu and a clearer campaign interface. Persistent navigation, customisable shortcuts, visible progression, and organised mission details create a consistent experience across both screens. By combining established UX principles with Hitman 3's visual identity, the concept explores a more flexible and informative interface. Further player testing would be needed to evaluate its effectiveness.