Case study · Ultimate Sackboy
Designing the Settings Menu
Rebuilt a three-toggle Settings screen into a sectioned menu that could absorb cloud save and more.
The game
Ultimate Sackboy is an endless runner built by Exient around Sackboy, PlayStation’s knitted hero, on iOS and Android.
- Role
- UX Designer
- Date
- April 2023 – May 2023
- Skills
- Information Architecture
- Competitor Analysis
- Wireframing & Prototyping
- Design Documentation
- Cross-Discipline Collaboration
- Tools
- Figma
- Unity
- Confluence
- In-house localisation software
The challenge
The Settings screen had three toggles and a handful of links. Cloud save, account deletion, restore purchases and a name change were all coming, and a flat list wasn't going to hold them.
What the Competitors Had Already Solved
I went through the settings menus of games further along than we were, mainly Clash Royale and Marvel Snap. I was looking less at which options they offered than at how they were ordered.
Clash Royale puts account connection at the very top, above the audio controls. It also buries Delete my Account two levels down inside More Settings, instead of sitting it on the main screen next to the volume sliders. Marvel Snap goes the other way on structure: no sub-screens, one long scrollable list.
I took all three ideas. Connect at the top, the destructive action tucked away, and one scrollable list rather than a menu that branches.
Placing the Name Change
Changing your name was the hardest thing to place. In most games it belongs to the player profile, and Ultimate Sackboy didn't have one. Building a profile screen to hold one feature would've been a poor trade, so I put it in the clothing inventory instead: the one screen where players already stand and look at their own character. The name goes top right, with an edit button next to it.
The rest of the flow deals with what happens when someone gets it wrong, not the happy path. Players get three free changes, so an early bad choice isn't permanent, and each one after that costs 80 gold, priced to discourage churning through names, not punish it. I limited names to 3 to 12 characters and ran every entry against a profanity filter, so the error message had to do real work: rejecting a name without telling the player what exactly tripped the filter.
I prototyped both paths, free and purchased, before writing anything down. Most of what the prototype caught was in the second and third attempt, where the copy has to change without the screen changing.
What Shipped
I wrote the whole thing up for Art, Design, Code and QA, took it through review with the Lead Designer, then the wider stakeholders, and iterated off their feedback. Then I stayed with Code and UI through implementation, testing alongside QA and raising bugs until what was on screen matched what was in the document. The sectioned menu shipped, and the name change shipped with it, profanity filter and all.
The real test came in the releases after mine. Notifications, Help and FAQ, and Credits each arrived and slotted into their section. Nobody had to redesign the menu. That was the point of the five sections, and it held.