Design system for a high scale game.
In such big games, creating an experience does not mean to design a single product, but a multitude of "products within the product" that are all parts of a different bigger world and story.
A coherence of interaction within a product is the goal to achieve as a designer, but it can be even more complex in a game, where each interface has a different purpose/location. They are all unique and conceived by different designers, but are a part of a bigger picture and must remain coherent in it. For instance we created interfaces used to interact with other players while driving a car, customize your character, paint and expose your cars, buy and customize your houses, play poker with your friend in a casino … and so many other interactions
Game UX and UI designers have to develop a design system and models of interactions that remain constant while being used with different controllers (Various gamepads, keyboard, steering wheels, and custom made controllers for players with disabilities), in variable situations at different levels of the game.
You can see in the following videos, a selection of different features designed for TDUSC.