A conceptual visual redesign of Quantic Dream's official product page - transforming an information-heavy layout into an immersive sci-fi interface that mirrors the world of Detroit: Become Human.
"The page should feel like an android interface."
After completing Detroit: Become Human, I visited the official Quantic Dream product page and noticed a critical disconnect - the site's visual language failed to match the game's cinematic, technological atmosphere. The content was solid; the presentation was not.
The original page served as an information hub, but fell short as an emotional gateway into the world of Detroit. A potential buyer should feel the tension between humanity and technology - instead, they got dense paragraphs and misaligned imagery.
The redesign had one north star: make someone who has never played Detroit want to buy it the moment they land on the page. Every design decision serves this purpose.
Design Process
From immersion to execution - every decision grounded in the world of Detroit
Three distinct visitor profiles shaped the redesign decisions - each with different motivations for landing on the Detroit page and different barriers to purchase.
Mapping the core path a potential buyer takes from arriving on the page to completing a purchase - and identifying where the original page created friction at each step.
Mapping all three personas across eight touchpoints exposed where the original page created drop-off risk - and where the redesign converts hesitation into purchase intent.
| Stage | Alex · Narrative Fan | Sam · Casual Buyer | Mila · First-Timer |
|---|---|---|---|
| 01 · Awareness | Saw gameplay clip on Reddit. Curious about story. | Recommended by friend. Googled for more info. | TikTok clip of android storyline. Immediately intrigued. |
| 02 · First Impression | Expects cinematic experience. Gets dense text. Disappointed. | Looks for price and trailer in 5 seconds. Hard to find both. | Design doesn't match the social clip that brought them here. |
| 03 · Exploration | Finds character section underwhelming - names, no personality. | Looks for review quotes. Neither rating nor social proof present. | Nothing interactive on the page. Passive scrolling only. |
| 04 · Decision Point | Goes to YouTube for reviews. Doesn't convert from page. | Clicks to store. Page played no role in the decision. | Leaves page. Returns days later. Delayed conversion. |
| 05 · First Impression (Redesign) | Hero matches cinematic aesthetic expected. Emotionally pulled in. | CTA visible on hero. Trailer accessible in 2 scrolls. | Design mirrors the social content. Instant connection. |
| 06 · Exploration (Redesign) | Uses character switcher - reads Kara, Connor. Engaged 4+ min. | Scans timeline section - gets story gist without reading all text. | Interacts with character tabs, hovers, explores via UI. |
| 07 · Decision (Redesign) | Converts directly from page. No external validation needed. | Clicks Buy CTA from hero. Fast, confident decision. | Converts on first visit. Page gave everything to decide. |
| 08 · Opportunities | Deeper lore section · Cast interview embed · Editorial copy | Ratings badge · Store price display · 1-click platform redirect | Animated intro · More interactive elements · Social share on character |
Before any colour or typography decisions, the layout structure was sketched to answer one question: what does a user need to see, and in what order? The wireframe phase exposed that the character section - buried mid-page in the original - needed to be the hero of scroll position two.
07 - Hero Section
First scroll - make them feel before they read
The redesigned hero drops the user directly into the world of Detroit. Dark background, blue-lit typography, animated grid overlay - before a single word is read, the aesthetic communicates: technology, tension, and dystopian humanity. The purchase CTA is visible without scrolling.
08 - Timeline Component
The structural backbone of the redesign
The timeline component serves a dual purpose: it communicates narrative progression to curious users, and it gives the page a clear structural skeleton. Vertically stacked, connected by glowing lines, each beat of the story becomes a visual waypoint rather than a paragraph to skim.
Every visual decision - colour, typography, motion - was derived directly from the aesthetic vocabulary of the game itself. The page IS an android interface.
The page structure was rationalised from the original's scattered content order into a narrative-driven hierarchy - each section earns its position by serving the visitor's journey to purchase.
This redesign demonstrates how visual design can be more than decoration - it can be the primary argument for why someone should experience a product. The interface IS the product pitch.