BACKGROUND
Ubisoft is a global publisher and distributor of interactive entertainment products. The company's original name, "Ubi Soft," was chosen to reflect its ambition of creating "ubiquitous" software. Founded in 1986 by five brothers, Ubisoft is renowned for developing popular franchises such as Assassin's Creed, Driver, Far Cry, Just Dance, Prince of Persia, Rabbids, Rayman, Tom Clancy's, and Watch Dogs.
PRODUCT
Far Cry 3
INDUSTRY
Interactive Entertainment
SERVICES
UX/UI Design
RESULTS
10 M
Copies Sold Accross PC, PS3 & Xbox 360
88%
On Average Metacritic Score
2013
BAFTA Games Award Winner
PRODUCT
Far Cry 3, released in 2012 by Ubisoft, is a first-person shooter and the third major installment in the Far Cry series. Set on the fictional Rook Island, a tropical archipelago, the game allows players to explore its expansive environment freely. The gameplay blends combat and exploration, featuring a diverse arsenal to confront both hostile adversaries and dangerous wildlife.
The story centers around Jason Brody, who, after a skydiving trip goes awry, finds himself on a high-stakes mission to rescue his friends from the ruthless pirate lord, Vaas Montenegro. Jason must navigate a treacherous journey fraught with danger to escape the perilous Rook Island and its unhinged inhabitants.
OBJECTIVE
In 2012 the year Far Cry 3 was set to release, every major brand in the interactive entertainment industry was eager to establish an online presence on Facebook. During this period, Facebook was experiencing a surge in fan page creation as it underwent a massive global adoption.
" We are aware of Facebook’s immense audience and the grand potential. The question is, how do we distinguish ourselves amid the burgeoning sea of fan pages? "
They sought to create a distinctive presence to promote the pre-sale of Far Cry 3, differentiating themselves from their competitors in an increasingly saturated market.
DIRECTIVE
Realizing that simply creating and branding a fan page on Facebook for Ubisoft's Far Cry 3 wouldn't be enough, they hired a creative team of experts to develop and design a custom landing page funnel integrated through Facebook's API. At that time, few brands were leveraging the API in this way, so having a landing page built directly into their fan page provided the distinct edge they were seeking.
With a clear vision and the resources to bring it to fruition, Ubisoft developed a detailed list of requirements for their project.
SOLUTION
Given our success criteria, my task within the creative team was to design the UX/UI for the integrated landing page funnel. My objective was to create a user experience so intuitive that the conversion point was barely noticed. Drawing from my experience, I considered natural eye-tracking patterns, particularly those prevalent in Western cultures due to our innate reading habits.
A common eye tracking pattern when scanning the web is the F-shaped pattern. Users typically start by focusing on the top left corner of the page and scan horizontally to the right. If they don’t find what they’re looking for or if the content doesn’t engage them, they shift their attention downward, primarily scanning the left side of the page. They often read the first few words of each line to quickly assess the relevance of the content.
DEFINE
While the F-pattern is a well-known eye-tracking pattern, it’s not the only one. However, leveraging this pattern can be highly effective in directing users to the desired content. By aligning with their natural reading habits, you can guide users to engage with the information you want them to see, exactly when you need them to see it.
The primary goal was to promote and inform users about the Far Cry 3 pre-sale, but ultimately, it's about converting them into early buyers. For inspiration, I channeled a quote from my favorite sales scene in the classic 1992 film Glengarry Glen Ross.
" A - I - D - A. Attention, Interest, Decision, Action. Attention - Do I have your attention? Interest - Are you interested? I know you are because it's f*** or walk. You close or you hit the bricks! Decision - Have you made your decision for Christ?!! And action. A-I-D-A "
Having refined my core objective and drawn inspiration for the perceived framework, I was fully motivated to advance to the next phase. My focus now was on establishing the hierarchy of elements necessary to fulfill the success criteria and ensure the project's success.
RESOLVE
In addition to the tasks at hand, Ubisoft’s team provided me with an array of exclusive assets to help align with their branding IP. These assets included the Far Cry 3 logo, Ubisoft logo, ESRB rating SVGs, access to their YouTube standard trailer, a custom typeface, seven international flag PNGs, the required legal disclaimer copy, and several high-definition images of both the game's environmental landscapes and the main antagonist, Vaas Montenegro.
Among the various impressive assets, the video game trailer was the most astonishing. It was clear that this would be the focal point of the composition. Before showcasing the trailer, it was crucial to highlight the product's name. Furthermore, Ubisoft wanted to pay tribute to Michael Mando's remarkable portrayal of Vaas Montenegro by featuring Vaas on the landing page. The biggest challenge was emphasizing the call-to-action without competing with the other significant assets.
Michael Mando, the original voice actor for Vaas, in character with McLovin’ posing as Jason Brody.
STRUCTURE
With these extraordinary assets at my fingertips, anything became possible. In the past, I often had to navigate numerous hurdles and loopholes to acquire the resources I needed for projects. Ubisoft exceeded expectations by providing me with an abundant pool of assets to work with. Selecting the right components was going to be crucial for establishing the hierarchy needed to effectively guide users toward taking action.
I began wireframing the structure, aiming to use the F-shape pattern to guide users through the funnel effectively. I focused on optimizing the user journey, mapping out the steps from point A - What the user needs to know, to point B - The desired action I want the user to take. Recognizing that the trailer would be a pivotal part of the layout, I had to ensure that Vaas would still be a prominent feature in the design without distracting from the main focus.
Among the various important assets and requirements provided, I identified a clear hierarchy that established a direct path to action with four core assets. While all other elements were significant, they served as either supporting components, essential requirements, or additional enhancements. The four core assets necessary to guide a user from point A to point B were:
LAYOUT
AESTHETICS
Now that the landing page’s structure and functionality were in place, it was time to delve into the design phase. I was eager to skin the UI, and while I had a wealth of assets at my disposal, I wanted to ensure the tone was just right. To achieve this, I always like to start with a mood board. This initial step is crucial for defining the aesthetic and achieving the best results.
" Art is the imposing of a pattern on experience, and our aesthetic enjoyment is recognition of the pattern. "
To stay true to the game’s striking imagery, I focused on maintaining a consistent color palette to ensure a cohesive look. The bold use of black, white, khaki, and red emphasizes Vaas’s powerful presence, while the camouflaged earth tones – olive green, sea foam green, brown, and muted platinum gray – subtly blend with the jungle island’s natural surroundings.
DELIVERY
I was very pleased with how smoothly the mood board came together. When a client provides all the necessary resources, it allows the professionals to do what they do best. From that point on, the project was smooth sailing and it felt invigorating, like a breath of fresh air. Having done my due diligence, I was excited to see my efforts materialize. Handing off my UX/UI design from concept to completion was an extremely satisfying moment, and my development team appreciated that all the fine details had been meticulously accounted for.
RESULT
Upon the project's completion, the custom landing page was quickly launched and received a tremendous response from the Facebook gaming community. The fan page experienced a surge in activity, and the funnel produced outstanding results. The landing page went viral, signaling to Ubisoft that Far Cry 3 was a hit.
Encouraged by the initial trailer’s success, Ubisoft followed up with a story trailer that further captivated audiences. The story arc, and especially Vaas, quickly became a fan favorite, with many saying he stole the show.
Within the first three months of its release, Far Cry 3 sold over 4.5 million copies worldwide. Since then, Ubisoft has sold over 10 million copies across all platforms, including PC, PlayStation, and Xbox. The company's success in engaging the Facebook market created a snowball effect that showed no signs of slowing down.
Far Cry 3 holds a Metascore of 88/100 on Metacritic, reflecting generally favorable reviews. IGN, a leading online media company specializing in video games and entertainment, awarded it a rating of 9/10. Overall, the game has been very well received, boasting a 97% favorable review rating from Google users.
In 2013, Far Cry 3 clinched the BAFTA Games Award for Best Action Game, a remarkable accomplishment for Ubisoft. The game triumphed over strong contenders such as Halo 4, Hitman: Absolution, and Borderlands 2. What began as a bold entry into a saturated social media market has since proven to be a remarkable success, with Far Cry 3 remaining a timeless classic.
CONCLUSION
Today, Far Cry 3 has been extensively remastered for PC. Since its success in 2012, Ubisoft has released three additional installments, making the Far Cry series one of the most successful franchises in the company's history. The impact of Far Cry 3’s campaign was so profound that it even converted the UX/UI designer responsible for promoting it.