Battlegrounds:
Head of Creative // Josh Cookfair
Visual Designers // Nick Kaloyeros, Kevin Geary
System Design Lead // Jin Hwang
Creative Project Manager // Yuliya Peshkova
External:
AtomHawk, Director // Nader Alikhani
AtomHawk, 2D Artist // Artur Zima
Concept Art House, 3D Insignias
Years in the making, PUBG Ranked mode launched with a splash and brought players back with the competitive system that PUBG had been missing. With a talented team of game designers, visual designers, contractors, and developers, we were able to not only launch a successful ranked system, but keep the hype going as we deliver unique and appealing rewards each season.
Battlegrounds:
Creative Director // Josh Cookfair
Creative // Nick Kaloyeros
Creative Project Manager // Yuliya Peshkova
Contractors:
2D Art // Sam Thompson, Penguinside
3D Art // Concept Art House
Progression is a critical fuel that motivates players to keep playing and striving for the next thing. Weapon Mastery is a feature that allows players to check their gun stats and earn rewards based on their skills. Working alongside a large team, I was able to lead the UX/UI team while working with contractors to produce appealing medals rewards and weapon charms.
Battlegrounds:
Creative Director // Josh Cookfair
Creative // Kevin Geary
System Design // Maynard Price
Creative Project Manager // Yuliya Peshkova
Contractors:
2D Art // Super Top Secret
Survival Mastery is a progression feature designed as a companion system to Weapon Mastery. Where Weapon Mastery is all about your proficiency in combat, Survival Mastery focuses on your story as a player. In other words, the goal with this system was to help you recognize your own abilities and reward your success after each match.
With the UX/UI team, the system design team, and a talented contractor, I was able to lead the launch of Survival Mastery to the public in 2019.
Battlegrounds:
Creative Director // Josh Cookfair
Creative Lead // Nick Kaloyeros
Developer // Scott Glasser
The PUBG Lunar New Year Event was a limited time event that rewarded PUBG Players for logging in and preforming easy tasks after linking their global account. This was a quick project that allowed some creative freedom, and tied our website promotions team with our in-game team. I was able to lead the website design and implementation.
Battlegrounds:
Creative Director // Dave Curd
Creative Lead // Josh Cookfair
Creative Implementation Lead // Hwijun Moon
Creative // Nick Kaloyeros
Deemed “PUBG Survivance” I was able to pitch and lead the visual design for PUBG’s new client. Released with free-to-play, the refresh provided a better user experience and updated graphics to make the game feel fresh again.
This project was a complete library re-haul when it came to button styles, fonts, and navigation. Though the UI was updated, we mostly wanted to keep a recognizable PUBG vibe for the player.
Battlegrounds:
UX/UI Lead // Josh Cookfair
Creative // Nick Kaloyeros
3D Model // Roderick Weiss
Drone, a new tactical gear, was added to PUBG: Battlegrounds alongside several other in-game equipment. I was able to lead the UI design and the UE4 implementation of this feature.
Role:
In-game UI/UX Designer
Client:
Riot Games
Runes were combined into a streamline system that could used to adapt and customize your play style in champ select. I was able to design the in-game HUD indicator for this feature.
Role:
UI/UX Designer
Client:
Riot Games, All rights reserved
Expanding upon Bligewater branding, I was able to incorporate the visual styles into other out-of-game aspects, such as the sanctioned event finder and the game client event page.
Role:
UI/UX Designer
Client:
Riot Games, All rights reserved
A refreshed purchase Portal within the LoL Client. I adapted already-established League of Legends styles and user flows to give the portal an updated look.
Role:
UI/UX Designer
Client:
Riot Games, All rights reserved
Esports-related notifications and store page. I was able to design notifications that alerted players to live esport matches, as well as updating the store page to show off the team icons that could be bought.
Project D [Unreleased]:
UX & UI Designer // Josh Cookfair
Illustrations // Alessandra Fonseca
An unreleased Dungeon Extraction game that had the gameplay of a MOBA with the game flow of an Extractor. In this PvPvE, players battled in a multi-room dungeon and raced an ever-shrinking dungeon fog to gather as much loot as possible. After gaining enough experience points, players were able to channel their team an extraction portal and escape the dungeon with their loot.