​​​​​​​Crusader Kings III is a role-playing focused strategy game set in the Middle Ages. It enjoys a Metacritic score of 91%, one of the highest of all Paradox Interactive games.

It was released in for Windows, Linux and Mac in September 2020, and has continually been updated with downloadable content since then. 

It was released for PlayStation 5 and Xbox Series X/S in March 2022. 

While principally responsible for the PC version, I advised on the console port.
Gameplay Screenshot
Responsibilities

As the sole UX Designer for the majority of development, I worked on improving the approachability of every gameplay feature, as well as designing new features to help players learn the game. 

As the project grew, I also oversaw the development of expansions of the game at a subsidiary studio, and the UX Design of the console version.

The game is frequently cited by players as the best onboarding of all the historical strategy games released by Paradox Interactive.
Early Wireframe of Character Customization
Balancing User and Project Needs

The main balancing act of Crusader Kings III was pleasing existing Crusader Kings fans, while also attracting new players.

The previous game, Crusader Kings II, was a complex game that was difficult to learn. While many were enticed by the fantasy of playing a medieval ruler, it proved too difficult for them to learn.

On the other hand, Since Crusader Kings II had been continually developed for over 6 years, returning fans expected a rich strategy game with many features. 

Even among fans of the franchise, there are many different mindsets and behaviors, such as roleplaying, exploring historical simulations, or playing optimally.

Knowing which type of user to focus on was a constant challenge throughout the project. In the end, the balancing act proved successful in the sales and reviews for the game.
The Lifestyle Screen provides simpler choices before more complex ones
Establishing Testing Processes

During the early stages of development, I was one of very few UX Designers at the company, so establishing processes and workflow was crucial. 

This included how to work with different disciplines, but also to push to test the game as early and cheaply as possible

With an unannounced project, getting large-scale feedback on the game is difficult. However, we could rely on a combination of research on how the previous game was received, and more limited testing with players under NDA.

A new approach that was spearheaded during the development was to intersperse our larger, more detailed user tests with shorter sessions. This made it possible to iterate earlier and fix simple issues early.
Footage from early user testing
Pioneering UI Paradigms

Crusader Kings is a game with a lot of terminology that you need to learn. This is not unique to Crusader Kings, and some games try to solve this by adding an ingame encyclopedia. However, this makes the information hard to access.

We adapted a system of Nested Tooltips used in Jon Shafer's At the Gates, which allows a players hover their mouse over a keyword to see its definition. The keywords present in this definition can also be moused over, allowing further exploration. This allows players to encounter new terminology as they play, and in the right context. They can then explore related concepts until they are satisfied. 

It was also important to ensure the quality of the actual text shown, to be as to the point and focused on user needs as possible. As each keyword is modular, organizing the information properly is a large factor in the feature's success.

Due to the success of this system in Crusader Kings III, it has become more popular, showing up in games such as Baldur's Gate III
Learning more about Men-at-Arms, Levies, and Holdings
Inviting Sandbox Gameplay

Crusader Kings III is a sandbox game with no set victory condition. One of the biggest issues for new players is figuring out what they want to do, especially if they are not familiar with the historical period. Knowing what success means to you, and forming goals, is key to enjoying the game and providing context to all the rules of the game that you learn. 

To aid in this user journey, we show the player a list of possible actions, such as “Declare War on the King of France”. We present these not as something the player must do, but if they choose to do so, simply clicking on the entry in the list will take you to where you need to go. Each option also comes with a text explaining why you would want to take this action.

By presenting these options, such as warfare, educating your children, or creating new titles for nobles, the player gets a better understanding of what the game offers. This helps them to imagine a goal that the game can support.
Suggesting actions to players
A Clear Visual Style

Many games suffer from poor visual hierarchy: It is hard to see what is most important, due to poor contrast, inconsistent text size, and more.

Together with the 2D artists on the projects, I developed a visual style that had a clear sense of hierarchy, and allowing users to quickly understand what to focus on. 

The game consistently uses yellow to signal interactivity, while the contents of the UI rest on a dark black background that is not straining for the many hours you play the game.
Highlighting important aspects of a religion
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