Halo Infinite Boost Menu Case Study
UX Designer @ Halo Studios (Microsoft)
A case study for the redesign of Halo Infinite's battle pass boost menu. While redesigning the reward track, I called out and solved usability issues with the Boost Menu that were being overlooked.
Project Description • Problem Statement • Updates • In-Game
Related Projects: Component Library • Settings Menu Heuristic Evaluation
PROJECT DESCRIPTION:
The Operations Level Skip System was a revision of the existing level-up system for Battle Passes. This redesign allows players to purchase experience to increase their Operation/Battle Pass' level through the reward track and boost menu.
PROBLEM STATEMENT:
Key Issues:
Tedious for purchasing multiple levels.
The level up button only allowed for one level to be purchased at a time.
Confusing to understand.
What did the list item under the level up button represent?
Why is Double XP Boost grayed out?
Provided little information for players as to the status of the battle pass their trying to manipulate.
What is the current level of the battle pass?
Players also complained that this design led to slips where they spent 200 credits they did not mean to.
Old Boost Menu Design
UPDATES:
Using the level-up slider, the player chooses the exact number of levels they want to increase their operation by.
The slider ranges from +1 to the difference between the highest operation level and the current level of the operation. It defaults to +1. When the operation has been completed, the level-up slider/button is disabled. And, on the penultimate level, the slider is hidden.
Edge Case:
Each single level-up transaction adds 1000 XP to their operation. The only exception is when the player is leveling up to the max level of the operation. In that situation, a pop-up with a string warning the player about the lost XP will appear.










