
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

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
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
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

Player drop-off rate during the tutorial level
Data gathered during presentation at EVA
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

