AI-Assisted Loadout Planning for Helldivers 2

AI-Assisted Loadout Planning for Helldivers 2

Reducing decision fatigue through AI-assisted UX

Reducing decision fatigue through AI-assisted UX

Role

Product Designer

Platform

Desktop / Companion App

Helldivers 2 is a cooperative action game where players select weapons, equipment, and support abilities before each mission. The game offers an enormous variety of possible combinations, which creates a fun but surprisingly frustrating problem:

Helldivers 2 is a cooperative action game where players select weapons, equipment, and support abilities before each mission. The game offers an enormous variety of possible combinations, which creates a fun but surprisingly frustrating problem:

Players need to make complex equipment decisions quickly while teammates wait in a multiplayer lobby.

Players need to make complex equipment decisions quickly while teammates wait in a multiplayer lobby.

Over time, I noticed this pressure caused players — including myself — to repeatedly choose familiar setups instead of experimenting with new strategies. What should have felt creative started feeling rushed and repetitive.

Over time, I noticed this pressure caused players — including myself — to repeatedly choose familiar setups instead of experimenting with new strategies. What should have felt creative started feeling rushed and repetitive.

The Problem — Too Many Choices, Not Enough Time

The Problem — Too Many Choices, Not Enough Time

The game provides no way to save loadouts, prepare setups before missions, or quickly generate balanced equipment combinations. Players are expected to manually build their loadouts every mission. A system designed around variety was unintentionally encouraging repetitive behavior.

The game provides no way to save loadouts, prepare setups before missions, or quickly generate balanced equipment combinations. Players are expected to manually build their loadouts every mission. A system designed around variety was unintentionally encouraging repetitive behavior.

Key behaviors observed

Players defaulted to "safe" choices

Players defaulted to "safe" choices

Team loadouts often lacked balance

Team loadouts often lacked balance

Experimentation decreased over time

Experimentation decreased over time

Decision-making became stressful under social pressure

Decision-making became stressful under social pressure

Why AI? Reframing the Problem

Most players don’t start by asking "What should my entire loadout be?" They usually start with "What weapon do I feel like using today?" This insight became the foundation.

Most players don’t start by asking "What should my entire loadout be?" They usually start with "What weapon do I feel like using today?" This insight became the foundation.

The Idea: AI Handles Cognitive Load

Identifying weaknesses in chosen weapon

Identifying weaknesses in chosen weapon

Balancing enemy coverage

Balancing enemy coverage

Reducing repetitive choices

Reducing repetitive choices

Generating multiple viable playstyles instantly

Generating multiple viable playstyles instantly

Choose favorite weapon

AI identifies missing coverage

AI builds complementary loadouts

Flow: Choose favorite weapon → AI identifies missing coverage → AI builds complementary loadouts.

Building the System — Structured Decision Framework

To make the AI useful, I manually categorized every weapon and support ability by combat roles.

To make the AI useful, I manually categorized every weapon and support ability by combat roles.

Chaff Coverage

Chaff Coverage

Handles groups of weaker enemies

Handles groups of weaker enemies

Heavy Coverage

Heavy Coverage

Handles heavily armored units

Handles heavily armored units

Mobility

Mobility

Improves movement/positioning

Improves movement/positioning

Backpack

Backpack

Sustained support equipment

Sustained support equipment

Expendable

Expendable

Temporary situational tools

Temporary situational tools

Medium Coverage

Medium Coverage

Effective against armored enemies

Effective against armored enemies

Anti-Tank

Anti-Tank

Counters strongest enemies

Counters strongest enemies

Support

Support

Utility/defensive tools

Utility/defensive tools

Vehicle/Mech

Vehicle/Mech

Heavy combat support

Heavy combat support

Contraint-based logic

Each loadout must meet minimum viability rules: balanced enemy coverage and complementary equipment. I instructed the AI to avoid repeating the same tools to encourage experimentation.

Each loadout must meet minimum viability rules: balanced enemy coverage and complementary equipment. I instructed the AI to avoid repeating the same tools to encourage experimentation.

Taxonomy diagram mapping weapons and abilities against coverage requirements.

Iteration & Prompt Engineering to Improve Decision-Making

Early outputs had redundancy, poor anti-tank coverage, and overly specialized loadouts. The iteration process became crucial for refining the intelligence of the system.

Early outputs had redundancy, poor anti-tank coverage, and overly specialized loadouts. The iteration process became crucial for refining the intelligence of the system.

Ask AI to explain reasoning

Ask AI to explain reasoning

Identify instruction faults

Identify instruction faults

Refine unclear logic

Refine unclear logic

Restructure prompts

Restructure prompts

Retest

Retest

Refining the logic: Interrogating reasoning, identifying gaps, and restructuring prompt constraints.

Output: A clean list of loadout by enemy type with the categories clearly mentioned

Designing the Product Experience

I designed a companion interface that lets players select their preferred weapon, generate balanced loadouts, visualize coverage, understand recommendations, and reroll new playstyles.

I designed a companion interface that lets players select their preferred weapon, generate balanced loadouts, visualize coverage, understand recommendations, and reroll new playstyles.

Ai-assisted design workflow

Used Figma Make to explore early interface concepts quickly, then refined manually in Figma focusing on hierarchy, readability, rapid scanning, and reducing decision friction.

Used Figma Make to explore early interface concepts quickly, then refined manually in Figma focusing on hierarchy, readability, rapid scanning, and reducing decision friction.

Here is an initial design that I used Figma Make to create a mockup to start from

I used figma to refine the Make output to be cleaner and easier to scan

Outcome: Reducing Friction & Encouraging Variety

Impact

Reduced pre-mission decision fatigue

Reduced pre-mission decision fatigue

Increased gameplay variety

Increased gameplay variety

Encouraged experimentation with underused equipment

Encouraged experimentation with underused equipment

Improved team preparedness across enemy types

Improved team preparedness across enemy types

Helped my group consistently perform at the game’s highest difficulty

Helped my group consistently perform at the game’s highest difficulty

User feedback - Tested with friends

“The biggest difference is that I no longer feel rushed into choosing random gear. The generated loadouts make me feel much more prepared going into difficult missions, and the variety keeps the game from feeling repetitive.”

“The biggest difference is that I no longer feel rushed into choosing random gear. The generated loadouts make me feel much more prepared going into difficult missions, and the variety keeps the game from feeling repetitive.”

Reflection - What I learned

This explored AI support for decision-making in large choice spaces, time pressure, behavioral bias, and changing constraints. It reinforced that effective AI experiences rely on structured systems, explicit constraints, transparency, and iterative refinement.

This explored AI support for decision-making in large choice spaces, time pressure, behavioral bias, and changing constraints. It reinforced that effective AI experiences rely on structured systems, explicit constraints, transparency, and iterative refinement.

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