Post-Launch UX Review · Rockstar Games

Red Dead Redemption 2

Rockstar Games brought me in post-launch to evaluate what shipped, documenting what was working, what should be preserved, and where future updates could go further.

What came out of it: 18 findings documented across four interface systems, two prioritized recommendations delivered to the product team, and some minor in-world UI changes shipped.

Client
Rockstar Games
Role
UX Consultant
Timeline
Oct 2018 to Mar 2019
Engagement
Post-Launch Review
Systems Evaluated
4 UI Systems
Scroll

Format
Post-Launch Consultation
As-needed contractor, about six months
Methodology
Structured UX Evaluation
Strengths, opportunities, notable decisions
Deliverable
Annotated Report
Evaluated screens + recommendations
Platform
PS4 / PS5 / Xbox / PC
40M+ copies sold is the game's scale, not my result
Context & My Role

Brought in after the game was already out.

Red Dead Redemption 2 launched in October 2018. I came in that same month as a UX consultant and worked through to March 2019, about six months, on an as-needed basis rather than as embedded staff. The job was to look hard at an interface that was already finished and already in players' hands, and to be useful about it.

What I owned
The review and the report.
Working through the shipped interface system by system, recording findings in three categories (strengths worth preserving, opportunities, and notable decisions worth documenting), and delivering the annotated evaluation and recommendations to Rockstar's product team. The structure of that review, and the call on what went into it, were mine.
What I influenced
What a future update could pick up.
Which opportunities were put forward as priorities, and which shipped behaviors were flagged to protect rather than revisit. Some minor in-world UI changes shipped off the back of this work, and I supported development as needs came up. Everything else was a recommendation: whether any of it got built was Rockstar's call, not mine.
What was not mine
The game, and the interface in it.
Red Dead Redemption 2 is Rockstar's. The game, its design and its interface were theirs, made by their teams and finished before I arrived. I reviewed a shipped product rather than designing one, and I did it as an as-needed contractor rather than embedded staff, so I was not in the room for the decisions that produced the UI I was assessing.
Read this page as: the work of a reviewer with fresh eyes on a finished product, not a claim on the product itself.
The Evaluation

What I found across four systems.

RDR2 shipped with genuinely strong UX decisions throughout its core interface systems. My evaluation documented those strengths alongside specific opportunities giving Rockstar a clear picture of what to preserve and what to address in future updates.

Post-Launch UX Review
Rockstar Games logoRockstar Games
Evaluation Summary
Red Dead
Redemption 2
UX Consultant · Angela Clemons
4 UI systems evaluated
Structured post-launch review
Annotated report delivered
9
Design Strengths
5
Opportunities
4
Notable Decisions
System 01
Item Wheel & Inventory
3 strengths   2 opportunities   1 notable
World blur preserves spatial context during inventory interaction player never loses sense of place.
System 02
HUD & Adaptive Display
3 strengths   1 opportunity   1 notable
Cores hide during safe exploration best-in-class adaptive HUD behavior that should be preserved and extended.
System 03
Settings Menu Architecture
1 strength   1 opportunity   1 notable
Photographic tiles use period-authentic imagery settings navigation feels native to the RDR2 universe.
System 04
Controls Submenu Detail
2 strengths   1 opportunity   1 notable
Two-panel layout surfaces contextual detail without modals clean information architecture throughout.
Deliverable: Annotated evaluation + recommendations report · Rockstar Games product team Oct 2018 to Mar 2019
Annotated Evaluation

Four systems, documented.

Each screen was evaluated for design decisions worth preserving, areas of player friction, and notable choices to document for future development. Click any screen to expand the full findings.

RDR2 Item Wheel & Inventory screenshot
System 01
Item Wheel & Inventory
3 Strengths2 Opportunities1 Notable
RDR2 HUD & Adaptive Display screenshot
System 02
HUD & Adaptive Display
3 Strengths1 Opportunity1 Notable
RDR2 Settings Menu Architecture screenshot
System 03
Settings Menu Architecture
1 Strength1 Opportunity1 Notable
RDR2 Controls Submenu Detail screenshot
System 04
Controls Submenu Detail
2 Strengths1 Opportunity1 Notable

Click any screen to expand the findings. The four screens above are official Red Dead Redemption 2 game captures, © Rockstar Games, annotated here for review.

Recommendations

Two opportunities for future updates.

Of the five opportunities identified, two rose to the top as high-impact, low-complexity improvements recommended for a future content update.

Recommendation 01
Accessibility Settings Section
My wireframe for a proposed Accessibility category in the settings menu, sitting under Controls, Display, Audio, Camera and General. It covers colorblind modes, HUD opacity, high contrast, text size, reduce motion, controller vibration and an always-show-minimap option.
Add a dedicated Accessibility category covering colorblind modes, HUD opacity and scale, text sizing, and motion reduction. As player expectations and platform requirements around accessibility have grown since launch, this addresses a meaningful gap for a large share of the audience.
Impact: Serves colorblind players, players with motion sensitivity, and those needing larger text. Low implementation complexity, high player value.
Recommendation 02
Item Wheel Clarity Improvements
My side-by-side wireframe of the item wheel. On the left, the shipped version: eight unlabelled icon slots around a centre that reads Dead Eye Tonics, Chewing Tobacco, 1 of 3. On the right, the recommendation: the same eight slots with text labels beneath each one, and the 1 of 3 counter replaced by three dots showing item depth at rest.
Two targeted changes: optional text labels beneath icon slots on hover or focus, and a passive overflow indicator showing item depth at rest. Both are minimal in scope but address the two highest-friction moments new players experience with the inventory system.
Impact: Reduces onboarding friction without disrupting the experienced-player flow. Passive depth indicator surfaces available items without requiring interaction.
Key Decisions & Trade-Offs

Three calls I made about the review itself.

Reviewing a finished product is mostly a series of judgment calls about what to say and how much of it. These are the three that shaped the report, and what each one cost.

Decision 01
Document strengths, not just problems.

Options Report only what was broken, which is the shorter and more conventional audit, or record strengths and notable decisions alongside the opportunities.

Chose Three categories: design strengths, opportunities, and notable decisions worth documenting.

Why This interface was already shipped and largely working. The adaptive HUD cores hiding during safe exploration is the clearest example: the most useful thing I could tell the team about it was do not touch this, and extend it. A problems-only report gives a team no way to know what it would be breaking.

Trade-off: a report that opens with nine things going right is easier to read and easier to shelve. Splitting attention three ways also meant each category got less depth than a narrower report would have given it.
Decision 02
Put forward two priorities, not five.

Options Hand over all five opportunities with equal weight and let the team triage, or rank them and formally recommend only the few that were worth a content update.

Chose Two recommendations, picked for high player impact against low implementation complexity: the missing accessibility settings category, and the item wheel clarity changes.

Why A post-launch update on a shipped title has limited room. Five equally weighted asks is a list someone else has to prioritize, which usually means nothing moves.

Trade-off: the other three opportunities, including the missing tutorial history and the thinner grouping low in the controls list, stayed in the report without a recommendation attached. Anything left unranked is easy to drop permanently.
Decision 03
Add to the item wheel, do not redesign it.

Options Rework the wheel's layout to solve the icon memorization problem properly, or leave the structure alone and add only labeling and a depth indicator.

Chose Two additive changes: text labels on the icon slots, and a passive indicator showing item depth at rest instead of the easily missed "1 of 3" counter.

Why The wheel's real strengths are structural. It blurs the world without hiding it, keeps the minimap live, and reaches all three inventory contexts from one hold gesture. A layout redesign spends all of that to fix a learnability problem that labels address directly.

Trade-off: additive fixes leave the underlying cause in place. Icon slots still have to be learned, and adding labels spends some of the visual quiet the wheel had earned.
Reflection

What evaluating a shipped AAA product taught me.

Evaluating RDR2 post-launch was a reminder that the best UX work is often invisible. The adaptive HUD cores hiding during exploration, the world breathing without interference works because players never notice it. They just feel less stressed. That’s the goal. When I’m doing my job well, nobody knows I was there.

Angela Clemons UX Consultant

Game UX demands a different kind of discipline than enterprise or product design. The user has chosen to be challenged. Your interface cannot be the challenge. Every pixel of HUD, every menu interaction, every moment of cognitive load is borrowed from the player’s attention and borrowed attention has to be paid back in experience.

Next case study
Fortnite
QA and UX testing at Epic Games across two launches, in the five months that contained both.
Read it →