Kerbal Space Program 2

UX Designer • Intercept Games

2021-2022

Reducing Complexity and Improving Player Understanding in a Deep Simulation Experience

Role

UX Designer

Documentation

Product Owner for Tutorials

Team

◉◌◉

Design

Engineering

Art

Production

Publishing

Platform

PC

Impact snapshot

Systems UX

Improved player understanding of complex game systems

Information Architecture

Organized critical information for faster decision making

User Experience

Reduced cognitive load during gameplay

Collaboration

Worked closely with design, engineering, and production

Accessibility

Improved clarity and usability across key interfaces

the challenge

Jeb the Kerbal looking utterly terrified
Jeb the Kerbal looking utterly terrified

Jeb could never say “No” to a challenge.

Kerbal Space Program 2 is built around highly complex systems.

Players are expected to:

  • Build spacecraft

  • Understand engineering concepts

  • Navigate layered information

  • Plan missions

  • Manage resources

  • Learn interconnected mechanics

While complexity is part of the game’s appeal, excessive friction can prevent players from understanding systems well enough to engage successfully.

The challenge was not simplifying the game.

The challenge was helping players understand it.

understanding the problem

It’s not Rocket Science…oh wait.

Before exploring solutions, I focused on identifying where complexity became friction.

Business Goals

  • Improve usability

  • Reduce player confusion

  • Support onboarding and learning

  • Increase confidence in core systems

User Goals

Players wanted to:

  • Understand available options for crafting & play

  • Make informed decisions

  • Learn systems efficiently

  • Focus on solving problems rather than fighting the interface

Constraints

  • Large amounts of information needed to remain visible

  • Existing game systems could not be fundamentally altered

  • Technical limitations

  • Deep simulation audience with varying levels of expertise

This meant the solution could not be “remove complexity”.

The solution had to be “organize complexity”.

Discovery

To understand player needs, I reviewed:

  • Existing workflows

  • Interface pain points

  • Gameplay requirements

  • Stakeholder goals

  • Community feedback

  • Competitive references

The goal was to identify moments where information hierarchy broke down and players struggled to interpret available data.

VAB - Could we make finding the right Part for building easier ?

Tutorials - Notoriously intimidating for new players

Key Insights

Scientist is eating good with these Insights.

Insight 1

Players often needed to make decision quickly while processing large amounts of information.

Important information was not always visually prioritized.

Insight 2

Not all information carries equal value.

interfaces often presented critical and secondary information with similar visual weight.

Insight 3

Experienced players could often work around complexity.

Newer players lacked the mental models needed to interpret systems effectively.

Insight 4

Reducing cognitive load does not require removing information.

It often requires improving hierarchy, grouping, and presentation.

tradeoffs & constraints

The challenge was balancing the needs of experienced simulation players who wanted immediate access to detailed information with new players who required stronger guidance.

Rather than removing complexity, we focused on improving hierarchy and progressive disclosure so players could access information at the right moment.

Considering the onboarding flows for varying experience levels.

Mapping one Persona’s user journey into gameplay.

Design Principles

Cleared for take-off.

Several principles guided the work.

Prioritize Signal Over Noise

Important information should stand out immediately.

Support Learning

Interfaces should help players build understanding over time.

Reduce Cognitive Load

Information should be grouped and organized.

Preserve Depth

Information should be grouped and organized logically.

Exploring solutions

Several approachable were evaluated.

Option A

Expose all available information for Parts simultaneously.

Risk: Overwhelming newer players.

Option B

Hide advanced information behind additional interactions.

Risk: Increased navigation effort for experienced users.

Option C

Improve hierarchy while maintaining access to depth.

This became the preferred direction.

Example Project: VEhicle Assembly Interface

Side-by-side comparison of VAB part catalogs

(KSP2, KSP1)

Problem

Players needed to process large amounts of information while building spacecraft.

Important decisions were often buried among secondary information.

Goal

Improve information hierarchy and decision support during construction workflows.

Approach

  • Evaluated task flow

  • Identified critical decision points

  • Prioritized information based on player needs

  • Simplified visual hierarchy

Outcome

Created a clearer experience that better supported player decision making while preserving system depth.

Collaboration

This work required balancing player needs with technical and gameplay requirements.

Stakeholders

  • Game Design

  • Production

  • Engineering

  • Art

  • QA

My Contributions

  • UX Analysis

  • Flow Creation

  • Wireframing

  • Prototyping

  • Design Review

  • Cross-functional collaboration

This alignment was critical because changes to interface design often affected multiple gameplay systems simultaneously.

Gaining proficiency in Kerbal Space Program can feel almost as complex as becoming a rocket scientist in real life. There’s a lot of theory to wrap your head around if you want your space missions to be successful, even if your crew in this game does happen to be composed of little green cartoon people.

Luckily, KSP2 includes a thorough tutorial system that I cannot recommend enough.
— Rock, Paper, Shotgun review (Feb 24, 2023)

Outcomes

Player Outcomes

  • Improved clarity

  • Reduced friction

  • Better support for learning

  • Increased confidence when interacting with systems

Team Outcomes

  • Shared understanding of usability priorities

  • Clearer design rationale

  • More consistent UX patterns

Product Outcomes

  • Better support for complex simulation gameplay

  • Improved accessibility of core systems

  • Stronger information architecture foundation

reflection

Kerbal Space Program 2 reinforced an important UX lesson:

Complexity is not the enemy.

Confusion is.

Players enjoy mastering deep systems when information is presented in a way that supports learning and decision making.

This project strengthened my ability to work within highly technical environments, collaborate across disciplines, and design experiences that make complex systems more approachable without sacrificing depth.