Quick overview

Quick overview

Upwind is a complex videogame project developed by a small team, I joined the project with a clear goal: improve the user experience and help shape a playable demo within a 6-month timeframe, working within the constraints of an already defined system.


Problem: Players dropped off early due to high cognitive load during onboarding

Decision: Simplified navigation system, redesigned tutorial, improved feedback

Impact: Drop-off reduced from 70% to 20%. 90% completion rate on first level of demo

Problem

Problem

Players were struggling to understand core mechanics during the early stages of the game, leading to confusion, frustration, and high drop-off during onboarding.

The challenge was to improve the learning experience and overall usability without redesigning the entire system, applying targeted improvements to onboarding, UI, and interaction flows.

Players were struggling to understand core mechanics during the early stages of the game, leading to confusion, frustration, and high drop-off during onboarding.

The challenge was to improve the learning experience and overall usability without redesigning the entire system, applying targeted improvements to onboarding, UI, and interaction flows.

Process

Process

I conducted multiple playtesting sessions and user interviews to observe how new players interacted with onboarding, tutorials, and core mechanics.

I observed that players frequently stopped moving, hesitated, or relied on trial-and-error when interacting with wind mechanics.

Based on these findings, I iterated on onboarding flows, tutorials, UI elements, and interaction patterns, testing different approaches to improve clarity and reduce friction.

I conducted multiple playtesting sessions and user interviews to observe how new players interacted with onboarding, tutorials, and core mechanics.

I observed that players frequently stopped moving, hesitated, or relied on trial-and-error when interacting with wind mechanics.

Based on these findings, I iterated on onboarding flows, tutorials, UI elements, and interaction patterns, testing different approaches to improve clarity and reduce friction.

"Navigation felt overwhelming. I didn't understand what was happening or what was I supposed to do ”

"Navigation felt overwhelming. I didn't understand what was happening or what was I supposed to do ”

"Navigation felt overwhelming. I didn't understand what was happening or what was I supposed to do ”

Players were failing because they were trying to learn two complex systems at once.

Vehicle control and wind navigation were both cognitively demanding on their own, and combining them created excessive cognitive load during onboarding.

Players were failing because they were trying to learn two complex systems at once.

Vehicle control and wind navigation were both cognitively demanding on their own, and combining them created excessive cognitive load during onboarding.

Decisions

Decisions

Separated vehicle control from navigation learning by introducing a semi-automatic system.


Instead of manually controlling the yacht players interact with simplified inputs. This allowed players to focus on understanding wind navigation without being overwhelmed by vehicle simulation. After the tutorial a fully manual control is offered, preserving depth for advanced players while avoiding early frustration for new ones.

This decision was key to amplify the scope of gamers that could potentially purchase the game.

Separated vehicle control from navigation learning by introducing a semi-automatic system.


Instead of manually controlling the yacht players interact with simplified inputs. This allowed players to focus on understanding wind navigation without being overwhelmed by vehicle simulation. After the tutorial a fully manual control is offered, preserving depth for advanced players while avoiding early frustration for new ones.

This decision was key to amplify the scope of gamers that could potentially purchase the game.

Before

Manual controls like a simulation game, players had to:

  • Control sail tension

  • Balance body weight to avoid falling or turning upside down

  • Steer the yacht

  • Learn how to read the wind

  • Learn navigation maneuvers

After

Semi-automatic controls

  • Simple inputs while system handles underlying mechanics.

  • Learn how to read the wind

  • Learn navigation maneuvers

  • Optional manual mode for advance players

Redesigning the tutorial as a guided experience


Replaced text-based instructions with a guided tutorial level where players follow an NPC who demonstrates navigation techniques and give voice instructions and coaching in real time.


Each maneuver was explicitly named and reinforced through both dialogue and HUD objectives, helping players build a clear mental model.

After guided learning, players completed errands independently to apply what they learned.

Redesigning the tutorial as a guided experience


Replaced text-based instructions with a guided tutorial level where players follow an NPC who demonstrates navigation techniques and give voice instructions and coaching in real time.


Each maneuver was explicitly named and reinforced through both dialogue and HUD objectives, helping players build a clear mental model.

After guided learning, players completed errands independently to apply what they learned.

Before

Static tutorial totally messing with immersion

  • A small text objective was presented on the HUD

  • Minimum explanation of the maneuvers

  • No visual guides

  • Players relied on intuition to learn on their own

  • No queues on how to read the environment and the wind

After

Guided tutorial with an NPC coach

  • Real time demonstrations of the maneuver

  • Voice coaching and explaining of how and when

    to use each approach

  • Started from the basics of reading the environment

  • Mental model reinforcement through voice and HUD

    queues

Improved interface design


The UI needed a full redesign, but there was no time budget for that, so I focused on improving what we already had instead.

Added real-time visual feedback to help players understand whether they were using wind efficiently reducing guesswork and allowing players to adjust their behavior based on immediate system response.

The goal was not only visual clarity, but helping players make better navigation decisions with less cognitive effort.


Simplified the interface by removing unnecessary elements and aligning the HUD with the game’s visual style.


Adapted the HUD to dynamic context (on foot vs vehicle), showing only relevant information and reducing cognitive load.


Redesigned key elements like the compass and missions to improve readability and functionality.

Improved interface design


The UI needed a full redesign, but there was no time budget for that, so I focused on improving what we already had instead.

Added real-time visual feedback to help players understand whether they were using wind efficiently reducing guesswork and allowing players to adjust their behavior based on immediate system response.

The goal was not only visual clarity, but helping players make better navigation decisions with less cognitive effort.


Simplified the interface by removing unnecessary elements and aligning the HUD with the game’s visual style.


Adapted the HUD to dynamic context (on foot vs vehicle), showing only relevant information and reducing cognitive load.


Redesigned key elements like the compass and missions to improve readability and functionality.

Before

Static HUD and no feedback

  • Players had to guess if they were navigating properly

  • Compass wasn't clear enough (lack of contrast)

  • Objectives were out of line with game esthetics

  • Static HUD showing too much info all the time

  • Lack of hierarchy and poor color choices made the

    HUD distracting

After

Dynamic HUD & instant feedback

  • Players can identify wind efficiency

  • Clear objectives and navigation

  • Dynamic HUD that adapts info based on context

  • Reduced number of components

  • Colour correction for better contrast and hierarchy

Results

Results

After these changes, 90% of players were able to complete the first level in the demo presented at EVA.

Player drop-off decreased significantly from 70% to only 20% users leaving the demo, primarily due to personal preference rather than difficulty issues.

These improvements validated that simplifying early interactions and focusing on learnability had a direct impact on engagement and retention.

At the end, the project was awarded Best Game at the MPVP contest

After these changes, 90% of players were able to complete the first level in the demo presented at EVA.

Player drop-off decreased significantly from 70% to only 20% users leaving the demo, primarily due to personal preference rather than difficulty issues.

These improvements validated that simplifying early interactions and focusing on learnability had a direct impact on engagement and retention.

At the end, the project was awarded Best Game at the MPVP contest

0%

Player drop-off rate during the tutorial level

Data gathered during presentation at EVA

70%

Of players completed the first level after the tutorial

Data gathered during presentation at EVA

Awarded the best game of the 2025 MPVP contest

Data gathered during presentation at EVA

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

Create a free website with Framer, the website builder loved by startups, designers and agencies.