XCOM 2 Redesign

Overview

This project’s focus was to redesign a logo for an existing company, and to create a clearer focus as well as have its community involved more throughly in the logo process. The point also being that we had to design with more empathy, as we had to pick a company that we weren’t familiar with, or didn’t like.

Rationale

My goal for this design was to design a logo that would more clearly reflect both the storyline of the game, as well as its player base, without getting swayed by my own idealogies.

Research

Brand Research

To begin my research process, I first conducted an interview with an avid fan of XCOM 2 to get an idea into the basics of the game’s storyline, mechanics, and what players enjoyed. Below are the answers to each of my questions.

What are the basics to XCOM 2?

Your character is taken by aliens, and used as a control node in the psionic network of the big head alien leaders of the group. XCOM, which became reduced from an international government project to a rebel fighting force with their main base being an old flying cargo ship, eventually manages to locate and rescue you. The main point of the game is to try to defeat the aliens and stop their evil project.

What aspects of the game do you think are the most important?

The gameplay became simplified compared to XCOM 1, and the details about the world is also much more minimal, but the appeal is still present, which lies in the squad turn based gameplay aspects..

Is it more of a multiplayer or singleplayer game?

There used to be a 1V1 multiplayer aspect, but it was removed due to lack of players. The game is purely single player.

If you could change anything in XCOM 2, what would you change?

The story and lore in the game needs more time and care put into it. Many people that dig deep into the world find out how thin it really is, and writing background lore would help improve a lot of the plot holes left behind by the creators.

Is there anything in the UI or design elements of the game that stands out to you?

The UI is much more streamlined in the second game, there was more care put into it. Sometimes, the long animations that cannot be skipped hinder the otherwise smooth nature of the gameplay.

If you had to pick one part of the game to share with a new player, what would you say?

It isn’t an easy strategy game for first time strategy game players, but it does have difficulty levels for the campaigns that make it easier for new players. Definitely the strategy elements though, are the main focus, and the sci-fi elements.

Designing with: The XCOM Community

After getting the general gist of the game from a long-time player, I then turned over to multiple fans for their opinion solely on the logo design of the game. These were the pros and cons.

PROS

  • Enjoyed the static effect on the logo to represent the communications aspect of the game.

  • The “2” part of XCOM being in a similar shape to the in game communication systems used.

  • There was not a lot that people that enjoyed the logo, most felt ambivalent or against the original design of the XCOM 2 logo.

CONS

  • Font choice is too simple and doesn’t reflect the game well.

  • Aliens are a big part of the game, but aren’t present at all on the original logo.

  • The neon-blue is blinding to look at; “I have never seen this shade of blue in the game, ever.”

  • Overall, the logo didn’t speak on what the game was about, and didn’t convey the actual important elements in the game, such as the aliens or the sci-fi elements.

Visual Research

After my preliminary research, I analyzed possible ideas I could use for my initial redesign of the logo, with the community I was designing for in mind. I also created a moodboard and possible color palettes during this ideation process.

Sketching

After I had finished my beginning ideation process, I moved on to quick sketches of these ideas, to fully explore each concept I had in mind for the final design.

During this phase, I also did some quick research on the typical shape of alien heads from XCOM 2, and how they could be incorporated in the final design.

With approval from the XCOM 2 player I was working alongside, I began to move forward with these 4 sketches.

Typography

I began my typographical exploration, looking into more sci-fi themed novelty fonts as well as more basic, bolder fonts.

Logo Design

After I completed my first typography exploration, I created my first phase of logo design mockups for feedback from my community representative.

Community Feedback

After the completion of the first phase of logo design mockups, I received feedback from the XCOM 2 player who I was designing with throughout this process. The feedback received on this mockup were as follows:

  • Colours are too funky, only need one “accent” colour and then the rest can be in black;

  • Use the alien head shape shown in the alien head research, and just add the text “XCOM 2” underneath the alien head, easier for legibility and readability. Also, make sure your colours fit together.

  • Explore different typefaces (retro-future x tech).

Typography (Phase 2)

After my feedback from the first phase, I decided to go more in depth and explore more typefaces, following the suggestions I was given.

Logo Design (Phase 2)

Following my second round of typographical exploration, alongside the other suggestions I was given, I created my second batch of logo designs for feedback and final refinement.

Community Feedback

After the completion of the second phase of logo design mockups, I received more feedback from the XCOM 2 player who I was designing with throughout this process. The feedback received on this mockup were as follows:

  • Good shape and good colours.

  • Make some a little darker, but otherwise, well implemented.

Final Design

Learning Outcomes

During this process, I realized how vital it was to have someone from the community you’re designing for give input on all the iterations, during every step of the way. It taught me empathy and designing with those you’re designing for only helps create something that satisfies both parties.

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