
Valheim
Redesign
Background
Valheim is categorized as a “brutal exploration and survival” game, inspired by the aesthetics of Viking culture. This multiplayer-based game challenges players to protect themselves through means of food and shelter, with a mix of intense combat against monsters and bosses. During this time the game was still in its crawling stages, and I took upon the challenge of creating a fresher, friendlier experience for new and advanced players alike.
Understanding the Realm of Game and UX
I studied (and played) how similar combat games achieved unique interface designs without overwhelming the players. Popular games like Minecraft Dungeons and Conan Exiles demonstrate a well-structured interface where a player understands the mechanics of the combat system by only using what's on the screen and no other references.
Empathizing with our Gamers
As the first step, I proposed a survey to the Valheim Community and asked for their input in the following:
-
Their understanding of the game
-
HP space
-
Map space
-
Inventory space
Players from a wide range of levels would rate each experience from each listed component.
Converging our Data
Survey Results
There were consistent negative comments about the lack of instructions. For a game concentrated on fast-paced combat, lack of information can leave Players immensely frustrated and confused.
What players want:
-
An HP component with a consumption/buff system
-
Clearer map ("WTF is the ARROW?")
-
Knowing when it's time to upgrade armor (Crafting system)
Solution
So what will my redesign solve?
Adding additional visual and clearer representations without overwhelming will be the key factor to this design.
With this in mind, I set my goal to empower the players to understand the game mechanics at a single glance.

Design Process: Sketching the HP Bar
This part of the process was to sketch out the potential ideas on how users can visualize their HP bar efficiently and translate each "food buff" effectively without any confusion.


WIREFRAMING
Design Process: Sketching the Map + Buffs
The Map is the simplest component of the user’s interface. This is not a good sign, however. Players are unknowing of what the conspicuous arrow on the map is, and the overall execution is ununiform. (Spoilers: it's the direction of the wind. Who knew?) This redesign will create a clearer vision of what the arrow is, as well as a sun/moon slider to indicate the time of the day.
I utilized the same design methodology while sketching what the player sees when activating a buff.


The HP (health point) System
This is seemingly one of the opaquest of all the mechanics of the game as it received the most complaints due to its complex system. What frustrates Players the most, is not exactly knowing when the food will deplete completely. This lack of transparency can hinder the player’s combat. The best way to tackle this challenge is to add a visual bar for each food consumed. This way players know when it will be time to eat again with a quick glance.

Map Icon Design

Final Redesign
**Removed some elements to emphasize UI changes
Before
After




