My assignment

My assignment was to redesign the usability of the Eagle’s crosshair to meet actual gameplay objectives in Assassin’s Creed Mirage.

BEFORE

AFTER (UX ASSETS)

RESULTS IN GAME with final ui assets

UX METHODS

1. Identify player's frictions

Playtest data from our User Research team confirmed usability issues with the Eagle feature.

2. UX Review

We identified existing problems and explored improvement opportunities.

3. Exploring solutions

We designed a new flow, including motion design and UI assets.

4. Interactive UX prototype

I delivered a high-fidelity interactive prototype on Protopie, demonstrating UX flows and motion behavior.

5. UI Design

The UI Director provided redesigned UX assets that I incorporated into the prototype on Protopie.

6. Presentation and follow-up

I finalized the design on Figma and Protopie and I presented the flow, prototype, and assets to the tech team.

Tools

Figma

Protopie

taskforce

Lead studio

I was the UX Design Owner of the feature. I collaborated with the Game Director (Jean-Philippe Mottier) and the UI Director (Fabiano Vassao).

codev studio

I presented the feature to our co‑development studio and continued to follow up throughout the design integration process until the build freeze.

User story

As a player, I use the eagle to scout enemies and targets from a bird’s-eye view, so I can plan my gameplay approach accordingly.

Make it simple, make it fun

gameplay and ux goals

The Eagle feature has two gameplay goals :

The Eagle’s Reticle introduces a streamlined hot‑cold search mechanic that guides players toward points of interest. Through clear visual feedback (yellow for quest‑related targets and white for enemy tagging), the system helps players quickly understand what to focus on.

Players can use the Eagle to easily spot enemies, objectives, and environmental opportunities, enabling fluid navigation & discovery across the game world along to define gameplay approach.

The experience should feel smooth, intuitive, and immediately readable, minimizing friction and cognitive load while keeping the search playful and engaging. 

Beyond improving the Eagle's Reticle's usability, I saw a chance to elevate the entire visual experience.

Insights from User Research

Reports from User Research observed that the feature was misunderstood by players.

ISSUES DURING DEVELOPMENT

These issues were a typical example of how flawed design can mislead players and create unwanted frictions:

  • Players couldn’t find the Target even though they were receiving audio and visual feedback indicating they were very close to finding it.
  • Players eventually inferred that there was a mark limit or a bug.
  • Players could spend too much time searching for the target, eventually abandoning it due to lack of results and growing frustration.
  • This led some participants to miss the crosshair feature altogether, limiting the variety of gameplay opportunities available to them

This problem was even more important when the Eagle was still far from the target. Game design rules had a restrictive marking distance and the usability of the feature wasn’t working properly.

Main issues & UX proposal

Based on my analysis and on UR reports, I identified design problems to see how to improve the feature. 

The previous design before was flat and lacked relevant feedback.
The previous design before was flat and lacked relevant feedback.

MAIN ISSUES

  • Reticle’s size is the main hint towards the right direction but this specific sign was giving inconsistent feedback.
  • The reticle’s signs were misleading. The size was creating friction in terms of responses when trying to locate a quest objective (opportunity, objective location, etc.).
  • The trigger area was not accurate enough, and players would scan the area for a long time without results, leading to frustration.

new design

How could information be presented more clearly? My proposal focused on distinguishing between two proximity states: when the player is far from the objective versus when they’re getting close.

By making each state visually unique and highly reactive to distance changes, players would receive clearer, more immediate feedback:

As a player, I am still far away
Only arrows are displayed. These will give clear hints cold/hot to convey how far or close the player is from the target.
As a player I am getting close
Reticle changes to search mode. No arrows. The reticle follows same principle of reactiveness depending on the distance to the target.

I proposed additional enhancements:

  • More prominent and refined audio cues (SFX) to guide players through sound, benefiting the overall experience while supporting players with low vision.
  • A customizable color option for quest and default modes to improve accessibility.

Prototype

Without writing a single line of code, I created this high‑fidelity interactive prototype on Protopie:

v1 (ux assets)

This is the first version of the prototype, with UX assets only.

v2 (UI ASSETS)

This is a second version with the UI assets and a new background to test the visibility on more realistic conditions.

This prototype was integrated almost frame‑for‑frame into the build. This greatly streamlined the process and eliminated much of the potential back‑and‑forth with the Sofia studio, especially given the limited time we had before the build freeze.

Results in game

Quest mode (targets/opportunities)

ENEMY tagGING mode

I also redesigned the enemy tagging mode. It was a simplified version of the Eagle’s Reticle.

Other deliverables

UX assets (without ui pass)

Assets done on Figma delivered to the UI team:

wireframes

Wireframes done on Figma, as part of the documentation delivered to the integration team:

Conclusions

BEFORE revamp

AFTER (UX ASSETS)

RESULTS IN GAME with final ui assets

In this study I share my UX thinking processes and ideas behind the revamp of the Eagle’s reticle of Assassin’s Creed Mirage. I took this assignment with enthusiasm and joy as this is an iconic feature in Assassin’s Creed’s brand. 

I would have preferred running some play tests with external participants, but time constraints made that impossible. We had to integrate and ship the feature as it was, to a point where we were still submitting fixes with the team in Sofia until the last evening before freeze. Even so, I felt confident in the new design. The foundations were solid and several elements were already already heavily inspired by the reticle of Assassin’s Creed Origins.

This experience reinforced how transformative no‑code prototyping can be: it enabled me to rapidly explore interaction patterns, design the motion design, align with stakeholders, and validate usability through internal testing. It proved extremely cost-effective. 

The results felt smooth and intuitive, while keeping the search playful and engaging. 

Have you played Assassin’s Creed Mirage? Contact me and share your experience with the Eagle’s Reticle!