Associate UI/UX Designer @ High Moon Studios

Associate UI/UX Designer @ High Moon Studios

Associate UI/UX Designer @ High Moon Studios

Call of Duty: Warzone

Call of Duty: Warzone

Overview

Overview

Call of Duty: Warzone is one of the most-played shooters in the world. My role at High Moon Studios was to build new UI for incoming mechanics while holding the line on visual consistency with an established system at scale.

Responsibilities

Responsibilities

I owned the iconography pipeline for new vehicle additions, ensuring visual consistency with the existing system. I collaborated directly with UI Leads at Raven Software for iteration, and scripted LUA logic for data-driven widget elements. I built UI that read and reacted to live game states.

Trailers

Accomplishments

Icons Pipeline

Icons in Warzone often start with the 3D model. We captured clean orthographic renders of each asset, then styled them to match the game's iconography language — adjusting for material type, readability, and scale reduction to a ping-sized icon. Every new vehicle required navigating that translation from realistic render to immediately legible marking on a map.

Icons

Warzone's icon library grows with every seasonal update. New mechanics, new vehicles, new gear, all needing icons that integrate into an existing visual language without friction. The work here is precision: honoring the established system while expanding it cleanly

Conclusion

Conclusion

Working at this scale on a live game with millions of daily players teaches you that documentation is as important as design. I built Confluence pages that standardized the iconography pipeline for future contributors and scripted LUA systems that other designers could extend. The craft got sharper; so did the process thinking

Tristan Burnside 2026

a little better every day

Tristan Burnside 2026

a little better every day