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Project — Turn 10 Studios · 2019—2023

Project — Turn 10 Studios · 2019—2023

FORZA
MOTORSPORT

FORZA
MOTORSPORT

FORZA
MOTORSPORT

UX Designer · Single player · Upgrades · Freeplay

UX Designer · Single player · Upgrades · Freeplay

Four years, one racing game rebuilt around its players.

Four years, one racing game rebuilt around its players.

Four years, one racing game rebuilt around its players.

Role

Role

UX Designer

UX Designer

Studio

Studio

Turn 10, Redmond

Turn 10, Redmond

Platform

Platform

Xbox · PC

Xbox · PC

Shipped

Shipped

October 2023

October 2023

Scroll

Scroll

01 / 04

01 / 04

The game

Images colour in as they enter view

Best Sports / Racing — TGA 2023

Innovation in Accessibility — TGA 2023

00

Overview

A deep sim, made approachable

A deep sim, made approachable

A deep sim, made approachable

From 2019 to 2023 I was a UX Designer at Turn 10 Studios on the next generation of Forza Motorsport — leading UX for the car upgrade system, freeplay event setup, and the single-player career.

The hardest part was never the depth. It was letting a newcomer feel that depth without drowning in it.

01

Car upgrades

Four problems in one screen

Four problems in one screen

Four problems in one screen

Upgrades are one of the reasons players choose Forza — and one of the least understood systems in the game. Research surfaced four distinct failures.

01 — Navigation

Constant diving in and out of deep, nested menus.

02 — Stats

Players read stat bars like an RPG — higher is better — and made their cars harder to drive.

03 — Approachability

The full system overwhelmed anyone new to sim racing.

04 — Recovery

Hard-earned credits spent on an upgrade that made the car worse.

Player journey map

The journey map came first — needs, feelings and drop-off points across the whole upgrade loop, before a single screen was drawn.

Information architecture

Then a full map of the upgrade tree, so any design would let players move through hundreds of parts without losing their place.

Shipped

→ A tabbed system, so navigation stopped being a maze

→ Car stats moved from bars to a balance graph

→ Quick Upgrades — one action, a sensible build

→ A clear read on the new Car Points economy

Prototypes in motion

Upgrade system wireframe prototypes — navigation, stats and quick upgrades

02

Freeplay

Two doors into one setup

Two doors into one setup

Two doors into one setup

Research

With Microsoft User Research I surveyed FM7 players on the options they actually used. A small handful accounted for almost every session.

The pitch

Split event creation in two: quick events from the most-used options, advanced events for everything else.

Shipped

→ Freeplay surfaced as a headline mode, quick and advanced setup paths, and a live count of the settings a player has changed.

Freeplay in motion

Freeplay setup wireframe prototypes — quick and advanced paths

03

Career

Owning the career mode

Owning the career mode

Owning the career mode

As the lead UX designer for career, I worked daily with game designers, producers and engineers to shape how a season of racing reads: what a series promises, what a player earns, and where they go next.

Career was the connective tissue — every other system had to make sense inside it.

Career in motion

Career and event selection wireframe prototypes — Builders Cup progression, series and results

04

What I took with me

Four years on one game taught me that clarity is a feature you have to defend in every review — not something you add at the end.

Four years on one game taught me that clarity is a feature you have to defend in every review — not something you add at the end.

Four years on one game taught me that clarity is a feature you have to defend in every review — not something you add at the end.