Call of Duty: Warzone

Call of Duty: Warzone is an online multiplayer battle royale video game featuring tons of unique game modes, playable character skins, and battle maps. My role as a UI/UX Designer is to build upon the established framework and build out new and engaging UI for the new game mechanics we are bringing to the table.

the nitty gritty details

role
Associate UI/UX Designer
when
Aug 2021 - Sep 2022
for who
High Moon Studios (Activision)
where
Carlsbad CA (Remote)
how
Photoshop, Illustrator, Proprietary Game Engine, Proprietary UI Editor, LUA

what i did

3D model to icon pipeline

Working alongside the talented concept artists and modelers, it's important that the realistic iconography comes directly from the model itself. Because of this, we take the model and set it up to be exactly viewed from the side to get a clean shot. Once we have the shot, it's time to style. We have a specific styling we use, but depending on the model material, there's tweaks that need to be made to improve readability and consistency. From the realistic icon, we take the primary details and reduce them down to a more quickly readable icon that can be registered quickly at a smaller scale for pinging.

icons!

Over the course of development, there is a constant need for new icons as we develop the newest mechanics. These icons vary in complexity from simple two dimensional to complex mechanisms.

Since we have such a wide variety of icons that exist in the game space, it's important to make sure that new icons fit into the same visual style as existing iconography, follow color schemes, and are quickly recognizable.

We are not re-inventing the wheel, but rather maintaining and enhancing the wheel as much as possible.

takeaways

Coming into such a well established franchise comes with waves of knowledge that you absorb very swiftly. In my time working on Warzone, I've learned a tremendous amount of what goes into making such a huge experience. I was taught more about coding and how to think logically using LUA to make my UI come to life.

It's been a very new experience coming from more of a visual background, but quickly I was able to handle the technical components on my own. In a studio as big as Activision, I found that although there's a lot of organization that exists, you're still working on new ideas that need to be developed and catalogued.

Along the way, you may also find loose ends or bugs in other peoples code that you need to clean up to make progress. I found that when I had free time between releases, I was given the opportunity to reflect on the new content or bugs I solved and what I could do better in the future. With this time, I was able to create confluence pages that make development as accessible and thorough as possible for my future self and any who may come after me.

All-in-all, I've grown as an artist in terms of my ability but also in terms of my organization and technical prowess.