Assassin's Creed Mirage
UX Design of the Eagle's Reticle
UX Design of the Eagle's Reticle
My assignment was to redesign the usability of the Eagle’s crosshair to meet actual gameplay objectives in Assassin’s Creed Mirage.
Playtest data from our User Research team confirmed usability issues with the Eagle feature.
We identified existing problems and explored improvement opportunities.
We designed a new flow, including motion design and UI assets.
I delivered a high-fidelity interactive prototype on Protopie, demonstrating UX flows and motion behavior.
The UI Director provided redesigned UX assets that I incorporated into the prototype on Protopie.
I finalized the design on Figma and Protopie and I presented the flow, prototype, and assets to the tech team.

Figma

Protopie
I was the UX Design Owner of the feature. I collaborated with the Game Director (Jean-Philippe Mottier) and the UI Director (Fabiano Vassao).
I presented the feature to our co‑development studio and continued to follow up throughout the design integration process until the build freeze.
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.
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.
Reports from User Research observed that the feature was misunderstood by players.
These issues were a typical example of how flawed design can mislead players and create unwanted frictions:
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.
Based on my analysis and on UR reports, I identified design problems to see how to improve the feature.
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:
I proposed additional enhancements:
Without writing a single line of code, I created this high‑fidelity interactive prototype on Protopie:
This is the first version of the prototype, with UX assets only.
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.
I also redesigned the enemy tagging mode. It was a simplified version of the Eagle’s Reticle.
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!
Posted on January 19, 2026 By Maga
Categories: Professional work, Video Game, UX