Battlefield 2042 is a futuristic first-person shooter set in a world on the verge of collapse due to climate change and geopolitical tensions. It offers massive 128-player battles on colossal maps with dynamic weather systems. Players choose between two factions and employ an array of customizable weapons, vehicles, and gadgets. The game emphasizes teamwork and squad-based gameplay, delivering intense and cinematic multiplayer warfare.
As each match reaches its conclusion, the game transitions into a post-match phase. This phase provides players with some statistics, showcasing their performance in various categories like kills, objectives, and teamwork. After displaying the top three players in the match, it rewards all players with experience points and unlocks, allowing them to further customize and improve their game experience.
In my role as a Technical UI Designer, I was part of the live-service team and assigned to improving the End of Round UI. We had received feedback that this phase was too long, unskippable, and lacked polish, as evidenced by player discussions in a pre-update video I recorded of the Conquest End of Round.
To address these concerns, we took several steps. We redesigned the UI layout and art, revamped the entire screen logic system, collaborated with software engineers to make the screens skippable, and improved button context to enhance navigation for a smoother user experience.
I also had the opportunity to contribute to the creation of new UI screens designed specifically for trial versions. These screens featured a timer, upsell links, and frontend buttons tailored exclusively for the trial edition of the game. This work involved a great collaboration with software engineers, artists, and UX designers, where we worked closely to ensure a seamless user experience for trial players.
During my studies, I had the incredible opportunity to contribute as a UX designer to this multi-award-winning game at Hazelight Studios. Originally brought in as QA, I quickly took on additional responsibilities in UI/UX. I played a role in optimizing UI flow, creating wireframes, and producing art assets that enhanced the game's overall experience ...