

What is PEAK?
PEAK is a chaotic climbing game where you and up to three friends play as stranded nature scouts trying to survive and scale a mysterious island's mountain to get rescued.
Project Deliverables
-Add in-game chat Active State and ownership
-Redesign the in-game item “Guidebook” for returning players
What is PEAK?
PEAK is a chaotic climbing game where you and up to three friends play as stranded nature scouts trying to survive and scale a mysterious island's mountain to get rescued.
Project Deliverables
-Add in-game chat Active State and ownership
-Redesign the in-game item “Guidebook” for returning players

A guide that updates or evolves as you play adds another layer to an otherwise single-use item.

Adjustments such as adding animation to the speaker icon or player name could help with communication.


A guide that updates or evolves as you play adds another layer to an otherwise single-use item.


Adjustments such as adding animation to the speaker icon or player name could help with communication.


Reason for Redesign: Updating Chat UX
PEAK’s gameplay can get very chaotic, and having UI indicators of who is talking can change chaotic moments into manageable situations. While addressing current game design of not having a chat icon in the HUD is a player experience, having the option to toggle chat UI reaches a wider audience.
Reason for Redesign: Updating Chat UX
PEAK’s gameplay can get very chaotic, and having UI indicators of who is talking can change chaotic moments into manageable situations. While addressing current game design of not having a chat icon in the HUD is a player experience, having the option to toggle chat UI reaches a wider audience.


The current state of the game has no persistent chat UI unless a player is talking. In addition, chat UI does not use other methods of distinguishing players chat UI.

The updated chat UI includes features such as color coded player nameplates that reflect the players avatar color, and a highlighted state when players are talking. In addition, the players nameplates remain persistent above the player with a less opaque state when players are silent

The updated chat UI includes features such as color coded player nameplates that reflect the players avatar color, and a highlighted state when players are talking. In addition, the players nameplates remain persistent above the player with a less opaque state when players are silent
The updated chat UI includes features such as color coded player nameplates that reflect the players avatar color, and a highlighted state when players are talking. In addition, the players nameplates remain persistent above the player with a less opaque state when players are silent
The current state of the game has no persistent chat UI unless a player is talking. In addition, chat UI does not use other methods of distinguishing players chat UI.


The updated chat UI includes features such as color coded player nameplates that reflect the players avatar color, and a highlighted state when players are talking. In addition, the players nameplates remain persistent above the player with a less opaque state when players are silent
Prototype: In-game Chat UI Redesign
Prototype: In-game UI Redesign
Reason for Redesign: Redesigning the Guidebook
Peak’s gameloop not only requires players communication to explore and navigate a variety of obstacles, but also use items and the environment to overcome challenges. A major issue that arose was there was no codex of any sort to look up information on items that were previously discovered. During player research, players forgot distinguishing traits of hazards and item functions. Players currently do not have a way of accessing item or hazard information which running the risk of players of playing without necessary preparation leading to frustration and player drop-off.
By implementing a system for players to track and access information, they become better acquainted with game world and items around them. The major questions that were posed prior to the design process were: “Would the addition of a logbook/codex create a better gaming experience?” and "Why?"
A lot of the initial ideas didn't fit within the game’s design unless the player was in the lobby or looking at a Pause Screen. In addition to making the logbook viewable in the lobby, the other desired function was using the logbook in different levels. The design process started with the only item that had any kind of text to begin with, the guidebook.
Reason for Redesign: Redesigning the Guidebook
Peak’s gameloop not only requires players communication to explore and navigate a variety of obstacles, but also use items and the environment to overcome challenges. A major issue that arose was there was no codex of any sort to look up information on items that were previously discovered. During player research, players forgot distinguishing traits of hazards and item functions. Players currently do not have a way of accessing item or hazard information which running the risk of players of playing without necessary preparation leading to frustration and player drop-off.
By implementing a system for players to track and access information, they become better acquainted with game world and items around them. The major questions that were posed prior to the design process were: “Would the addition of a logbook/codex create a better gaming experience?” and "Why?"
A lot of the initial ideas didn't fit within the game’s design unless the player was in the lobby or looking at a Pause Screen. In addition to making the logbook viewable in the lobby, the other desired function was using the logbook in different levels. The design process started with the only item that had any kind of text to begin with, the guidebook.


Prototype: In-game UI Redesign
PEAK Prototype
Reason for Redesign: Redesigning the Guidebook
Peak’s gameloop not only requires players communication to explore and navigate a variety of obstacles, but also use items and the environment to overcome challenges. A major issue that arose was there was no codex of any sort to look up information on items that were previously discovered. During player research, players forgot distinguishing traits of hazards and item functions. Players currently do not have a way of accessing item or hazard information which running the risk of players of playing without necessary preparation leading to frustration and player drop-off.
By implementing a system for players to track and access information, they become better acquainted with game world and items around them. The major questions that were posed prior to the design process were: “Would the addition of a logbook/codex create a better gaming experience?” and "Why?"
A lot of the initial ideas didn't fit within the game’s design unless the player was in the lobby or looking at a Pause Screen. In addition to making the logbook viewable in the lobby, the other desired function was using the logbook in different levels. The design process started with the only item that had any kind of text to begin with, the guidebook.
Design Spotlight: The Wilderness Handbook
The guidebook item in the starting area acts as a tutorial for the game which is great for new players and as a reminder for returning players. While this item is Other than a brief tutorial, the item has no other purpose. One unique trait the guidebook has is that it has a diegetic UI–the environment around the player can still affect them while they are reading the book.
By using the guidebook as a template, the solution created was the Wilderness Handbook — a logbook with similar interactability as the guidebook. Players can refer to the handbook to view an item's function or traits of environmental hazards. The WH aligns itself with the overall game design as the session continues to run in the background maintaining tension.
The handbook is divided into three sections: Biomes, Environmental Hazards, and Food and Gear. Those sections were then created as tabs for players to use to jump sections of the handbook. The item's design is aligned with game theming being presented as a survival guide.
Design Spotlight: The Wilderness Handbook
The guidebook item in the starting area acts as a tutorial for the game which is great for new players and as a reminder for returning players. While this item is Other than a brief tutorial, the item has no other purpose. One unique trait the guidebook has is that it has a diegetic UI–the environment around the player can still affect them while they are reading the book.
By using the guidebook as a template, the solution created was the Wilderness Handbook — a logbook with similar interactability as the guidebook. Players can refer to the handbook to view an item's function or traits of environmental hazards. The WH aligns itself with the overall game design as the session continues to run in the background maintaining tension.
The handbook is divided into three sections: Biomes, Environmental Hazards, and Food and Gear. Those sections were then created as tabs for players to use to jump sections of the handbook. The item's design is aligned with game theming being presented as a survival guide.



Prototype: Guidebook Redesign
Prototype: Handbook Redesign
Final Thoughts
This case study was a lot of fun and looking for a solution to both problems required a long analysis PEAK’s game design. UX design for games like PEAK is so important! It's a fun quirky game revolving around player group dynamic and communication. The primary goal of these solutions was to elevate player enjoyment and engagement which the designs answered.
Takeaway: Learning how to balance the usefulness of HUD elements with game difficulty is an indeed an art form! Helping players too much can remove intentional friction, so considered solutions were designs that would add to the experience of players. Take the the Chat UI Case Study for instance. The updated Chat UI doesn’t help the player cheat, but distinguishes who is talking in game. The skill comes from solid communication and clever climbings solutions.
In addition to updationg in-game communication, a new item was created to incentivize player exploration. While the players were given a strong resource in the form of a logbook, using the handbook still comes at a cost. Not all game UX focuses on helping the player overcome the game's difficulty, sometimes it's about creating a way for players to experience a game in new ways.
Final Thoughts and Future Plans
This case study was a lot of fun and looking for a solution to both problems required a long analysis PEAK’s game design. UX design for games like PEAK is so important! It's a fun quirky game revolving around player group dynamic and communication. The primary goal of these solutions was to elevate player enjoyment and engagement which the designs answered.
Takeaways: Learning how to balance the usefulness of HUD elements with game difficulty is an indeed an art form! Helping players too much can remove intentional friction, so considered solutions were designs that would add to the experience of players. Take the the Chat UI Case Study for instance. The updated Chat UI doesn’t help the player cheat, but distinguishes who is talking in game. The skill comes from solid communication and clever climbings solutions.
Create the Wilderness Handbook proved that not all game UX focuses on helping the player overcome the game's difficulty, sometimes it's about creating a way for players to experience a game in new ways.
Prototype: Handbook Redesign
PEAK Prototype