Redesigning the onboarding experience to make a complex game learnable

Through five rounds of iterative design, playtesting, and user interviews, we uncovered why players couldn't progress and redesigned the onboarding experience to make a challenging game feel learnable without sacrificing its intended difficulty.

Outcomes

-70%

Onboarding drop-off reduction

90%

Of users completed the presented DEMO

2025

Best game award at EVA’s MPVP contest

My role

Ux researcher

Ux/Ui Designer

Team

4 people

Tech stack

Maze | Figma

Unreal Engine 5

Maze | Figma

Unreal Engine 5

Deadline

6 Months

Context

Players were abandoning the experience before understanding the game's core mechanics. Our goal was to improve learnability while preserving the strategic depth and immersive nature of the game.

Design process

Research

Benchmarking

JBTD

User Journeys

User Personas

Interviews

Define

Problem statement

User needs

Product / business needs

Desgin principles

Learning curve

Prototype

User flows

Navigation flows

Wireframes for tutorial concepts

Game ready prototypes

Play testing

Moderated usability testing

Think-aloud protocol

Follow-up interviews

Behavior observation

Iteration

Data gathering

Hypothesis after every test round

Iterative design based on feedback

Repeat until objectives are met

Research

Goal

Understand why new players were unable to progress beyond the first minutes of gameplay.

Benchmark

We analyzed games to learn from their navigation systems, core mechanics, engagement and innovation

Sailaway III

Sea of thieves

Raft

Death Stranding

Jusant

Sable

User Interviews

We did desk research and an initial round of interviews to better understand what players were looking for in a game like ours and which elements make a game interesting for them. We wanted to learn how to make our game challenging while keeping engagement and giving our users a good time.

Interviewed

8 people

Looked up forums

Steam & reddit

Tech stack

Meet or Discord calls

Docs for notes

Maze for data

User personas

Core User Journeys & Jobs To Be Done

We mapped out the main user journeys on our game loop and what the players need to do in each one of them

Navigation journey | JTBD

Map a route following the wind

Plan your trip and equipment

Recognize obstacles

Avoid wind occlusion zones

Manage yacht health


Sailing | JTBD

Manage sail tension

Control weight distribution

Apply different maneuvers

Manage speed to avoid crashing

Customization | JTBD

Acquire new parts

Understand stats

Go to workshop

Swap parts adjusting to scenarios

Crafting | JTBD

Collect ingredients

Learn recipes

Craft sub-components

Limited craft outside workshop

Repairs | JTBD

Craft needed pieces

Patch wheels / sails

Playtesting & follow-up interviews

Observed players interacting with the game while completing predefined tasks.

Conducted interviews immediately after each session to understand player reasoning, frustrations and expectations.

Live playtesting of our game

Live playtesting of our game

Rounds of playtesting

Test & Experiment

Tested & interviewed

30 people

Tech stack

Unreal Engine

Figma

Meet or Discord calls

Docs for notes

Definition

Problem Statement

New players were expected to learn multiple complex systems simultaneously without enough guidance, resulting in confusion, frustration and early abandonment due toe cognitive overload.

Design principles

Progressive Learning

Introduce mechanics one at a time.

Preserve Challenge

Make the game easier to learn, not easy per se.

Maintain Immersion

Avoid breaking the player's engagement with intrusive tutorials.

Learn Through Play

Teach mechanics by doing rather than explaining.

Design Hypothesis

If we separate mechanical execution from strategic navigation and introduce mechanics progressively, players will understand the game faster while maintaining its intended level of challenge.

Testing and iterative design

Objective

Understand how our users prefer to learn new mechanics in a video-game and which method works best for our product

Usability test methodology

  • Each session had a specific objective

  • Tests were moderated

  • Think-Aloud protocol

  • Semi-structured interviews before and after the test

  • Behavior observation

  • Data analysis and validation before moving on

Iterative Design

Over five rounds of playtesting and interviews, we designed six onboarding versions. We started with a baseline and learned exactly how our users prefer to acquire new skills.
Minimizing cognitive load while combining sensory signals proved to be the key to our success.

Ideation

Design Exploration

Explored multiple onboarding approaches before selecting the final solution.

Play testing rounds

  • 1st test

    Hypothesis

    Drop-off rates were related to complexity of mechanics

    Objective

    Test player’s general understanding of the game as it was when I joined to state a baseline

    Result

    Players felt lost in the game and didn’t know what they were supposed to do

  • 2nd test

    Hypothesis

    User’s need objectives and a clear path to sense progression


    Objective

    Test task’s recognition and competition.

    Create first contact with navigation

    Result

    Players completed tasks and explored the demo but failed at navigation because it felt overwhelming

  • 3rd test

    Hypothesis

    Simplifying mechanics and introducing them one at a time will reduce cognitive load and improve learnability

    Objective

    Relieve cognitive load by keeping the focus only on learning maneuvers and not operating the vehicle

    Result

    While our method broke immersion and was skipped by most of our testers, users that followed the instructions were able to navigate on their own

  • 4th test

    Hypothesis

    If we don’t break immersion our teaching methods will perform better


    Objective

    Teaching while keeping immersion intact by using voice coaching

    Result

    Live coaching proved to be the better method for explaining navigation mechanics. But the lack of visual elements made it difficult for players to understand our instructions

  • 5th test

    Hypothesis

    Adding visual examples on top of voice coaching will improve learning experience significantly

    Objective

    Integrate the onboard to the demo and merge it into the game’s lore. We gave players an NPC to follow along

    Result

    90% of our players were able to follow the npc while learning the mechanics and after that they were able to navigate on their own.

Balancing User Needs & Product Vision

User needs

Have a good time


Sense of progression

Experimentation and freedom

Sense of joy

Grow into the experience

Learn easily

Feel progression

Understand context


Perceive changes

Recognize goals

Receive feedback

Build confidence


Sense of mastery

Sense of control

Game vision

Reach a broad audience

Create experiences for casuals and hardcore gamers

Preserve difficulty


Challenge players on solving complex puzzles

Keep a realistic navigation

World experience


Allow for world exploration

Create an immersive experience through artwork, music and UI

Reward player mastery

Allow for dedicated players to get the most out of the experience

Key Design Decisions

These were the most relevant changes that led us closer to our goals

Semi-Automatic controls for vehicle

Reduced unnecessary mechanical complexity while preserving strategic decision-making. More experienced players can opt for a full manual controls to have a greater challenge

After second test

Progressive Onboarding

Introduced mechanics one at a time with missions and challenges. I.E “Reach point A using Broad reach”

After second test

NPC Tutorial

Delivered guidance naturally without interrupting immersion and integrating the onboard/tutorial experience into the playable demo.

After fourth test

UI Improvements

Improved user’s understanding of the world with diegetic and non-diegetic elements.


Improved wind visualization

Improved feedback signals

Improved visual hierarchy for HUD

1st test

Final Outcome

-70%

Onboarding drop-off reduction

90%

Of users completed the presented DEMO

2025

Best game award at EVA’s MPVP contest

Reflections & learnings

Challenge and usability are not opposites.

Challenge and usability are not opposites.

Players enjoy difficult experiences when they understand how to improve.

Players enjoy difficult experiences when they understand how to improve.

Great onboarding builds confidence, not dependency.

Great onboarding builds confidence, not dependency.

The goal wasn't to simplify the game, but to help players develop the mental model needed to master it.

The goal wasn't to simplify the game, but to help players develop the mental model needed to master it.

Cognitive load is a parameter, not the enemy

Cognitive load is a parameter, not the enemy

Cognitive load is necessary create engagement and can be beneficial if it’s well managed

Cognitive load is necessary create engagement and can be beneficial if it’s well managed

Available for freelance work

Logo

Let's create something amazing & extraordinary together.

Copyright and design by Gaston Johansen - 2025

Available for freelance work

Logo

Let's create something amazing & extraordinary together.

Copyright and design by Gaston Johansen - 2025

Available for freelance work

Logo

Let's create something amazing & extraordinary together.

Copyright and design by Gaston Johansen - 2025

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