Post-Launch UX Review · Rockstar Games

Red DeadRedemption 2

Rockstar Games brought me in post-launch to evaluate what shipped documenting what was working, what should be preserved, and where future updates could go further.

Client
Rockstar Games
Role
UX Consultant
Engagement
Post-Launch Review
Systems Evaluated
4 UI Systems
Scroll

Format
Post-Launch Consultation
Evaluate shipped product
Methodology
Structured UX Evaluation
Strengths, opportunities, notable decisions
Deliverable
Annotated Report
Evaluated screens + recommendations
Platform
PS4 / PS5 / Xbox / PC
40M+ copies sold globally
The Evaluation

What I found across four systems.

RDR2 shipped with genuinely strong UX decisions throughout its core interface systems. My evaluation documented those strengths alongside specific opportunities giving Rockstar a clear picture of what to preserve and what to address in future updates.

Post-Launch UX Review
Rockstar Games
Evaluation Summary
Red Dead
Redemption 2
UX Consultant · Angela Clemons
4 UI systems evaluated
Structured post-launch review
Annotated report delivered
6
Design Strengths
4
Opportunities
2
Notable Decisions
System 01
Item Wheel & Inventory
3 strengths   2 opportunities   1 notable
World blur preserves spatial context during inventory interaction player never loses sense of place.
System 02
HUD & Adaptive Display
3 strengths   1 opportunity   1 notable
Cores hide during safe exploration best-in-class adaptive HUD behavior that should be preserved and extended.
System 03
Settings Menu Architecture
1 strength   1 opportunity   1 notable
Photographic tiles use period-authentic imagery settings navigation feels native to the RDR2 universe.
System 04
Controls Submenu Detail
2 strengths   1 opportunity   1 notable
Two-panel layout surfaces contextual detail without modals clean information architecture throughout.
Deliverable: Annotated evaluation + recommendations report · Rockstar Games product team 2026

Annotated Evaluation

Four systems, documented.

Each screen was evaluated for design decisions worth preserving, areas of player friction, and notable choices to document for future development. Click any screen to expand the full findings.

RDR2 Item Wheel & Inventory screenshot
System 01
Item Wheel & Inventory
3 Strengths2 Opportunities1 Notable
RDR2 HUD & Adaptive Display screenshot
System 02
HUD & Adaptive Display
3 Strengths1 Opportunity1 Notable
RDR2 Settings Menu Architecture screenshot
System 03
Settings Menu Architecture
1 Strength1 Opportunity1 Notable
RDR2 Controls Submenu Detail screenshot
System 04
Controls Submenu Detail
2 Strengths1 Opportunity1 Notable
Recommendations

Two opportunities for future updates.

Of the four opportunities identified, two rose to the top as high-impact, low-complexity improvements recommended for a future content update.

Recommendation 01
Accessibility Settings Section
Accessibility Settings wireframe recommendation
Add a dedicated Accessibility category covering colorblind modes, HUD opacity and scale, text sizing, and motion reduction. As player expectations and platform requirements around accessibility have grown since launch, this addresses a meaningful gap for a significant portion of the audience.
Impact: Serves colorblind players, players with motion sensitivity, and those needing larger text. Low implementation complexity, high player value.
Recommendation 02
Item Wheel Clarity Improvements
Item Wheel Improvements wireframe recommendation
Two targeted changes: optional text labels beneath icon slots on hover or focus, and a passive overflow indicator showing item depth at rest. Both are minimal in scope but address the two highest-friction moments new players experience with the inventory system.
Impact: Reduces onboarding friction without disrupting the experienced-player flow. Passive depth indicator surfaces available items without requiring interaction.
Reflection

What evaluating a shipped AAA product taught me.

Evaluating RDR2 post-launch was a reminder that the best UX work is often invisible. The adaptive HUD cores hiding during exploration, the world breathing without interference works because players never notice it. They just feel less stressed. That’s the goal. When I’m doing my job well, nobody knows I was there.

Angela Clemons UX Consultant

Game UX demands a different kind of discipline than enterprise or product design. The user has chosen to be challenged. Your interface cannot be the challenge. Every pixel of HUD, every menu interaction, every moment of cognitive load is borrowed from the player’s attention and borrowed attention has to be paid back in experience.