2022 was the year Activision/Solid State Studios recognized my capabilities and brought me on board as UI Artist for the newly released free-to-play multi-player battle royale title
Call of Duty: Warzone Mobile (WZM). An exciting new mobile addition to the C.o.D. franchise, touting never-before-seen cross-progression between a player's Warzone and/or Modern Warfare console/PC account; meaning the progress made and items collected on a player's mobile device carried over to the player's console account (or vice-versa).
I personally contributed to both the "Live Ops", "Social" and "Commerce" workstream teams, creating dynamic UI layouts for
Weekly Events,
The Keep (Lucky Draw / gacha),
The Store and also making UI layout adjustments in-game for front-end social features like
Party Invites and
Channels/Messaging. In addition I participated in bi-weekly sprints, fixed UI bugs and generally assisted the engineering team with bringing features into the game in a timely matter.
This role required extensive mockup work almost exclusively in
Figma. Turning UX wireframes into high-fidelity UI mockups and working prototypes, exporting UI elements for our engineers (or perhaps myself) to implement directly into the game via Call of Duty's proprietary IDE
(utilizing the LUA/LUI code framework), testing directly on a PC simulator or various Android/iOS mobile devices, then submit final code changes for a swarm review
(Helix) to get approval from peers before officially committing them via
Perforce (P4V). Afterwards attach a changelist number to the appropriate task's
JIRA ticket and close it out.
My most notable (publicly released) contributions to the WZM project are as follows:
100% Dynamic Layouts (any screen size)
Due to ENDLESS screen sizes available for mobile devices these days, when any new layout or mockup was needed, it was absolutely crucial to design them in a fluid way that would auto-adjust and fit to any screen size, yet still look compelling and impactful. It was standard practice for me to provide every mockup in 1920x1080 (16:9 widescreen), 2340x1080 (21:9 ultra widescreen), and 1920x1440 (4:3 tablet screen) sizes.
In addition, it was critical to properly setup and organize components so other designers can utilize them, or easily bring them into our final style guide if needed.
Weekly Events
I was tasked with taking a colleague's Event UX wireframes and creating the final UI layout, look and feel. At its core this feature is simply a glorified reward track that only requires the user to play the game as normal (getting headshots, triple kills, finding loot boxes, etc) to earn EP. In other words, Event Points (EP) would be earned alongside Experience Points (XP). No further action is needed from the user to earn these Event rewards.
Our main challenge here was being limited to a non-native "web view"/HTML container, which essentially meant our Weekly Events feature was a basic webpage with no ability to display 3D elements. The benefit to using HTML/CSS/web tech for Events was the ability to make live changes or updates on the fly without uploading a whole new version of the game to Google Play/App Store.
The Keep (Lucky Draw / gacha prize system)
Anticipated to be one of the largest revenue generators for WZM, our Keep feature (more commonly known as a "lucky draw" or "gacha" prize system) went through quite a few iterations before reaching its final form.
I personally contributed to the final layout design, spin/reward animations and screen transitions. The main challenge for UI was getting players to understand the feature instantly and engage, without being too flashy or "extra". Or perhaps being perceived as a gimmick or feel like a gambling device within the game.
The Store
I spent the later part of my time at Activision working with the Commerce team to bring the UI vision for The Store to life.
Since we also offered bundles from
mainline (console/PC) Call of Duty, a big challenge was working with their pre-rendered bundle images and getting them to display nicely alongside our mobile-only offerings.
In conclusion...
Working on the WZM project has not only been a dream come true, but also a fulfilling venture that granted me opportunities to learn, grow and work with extremely talented artists and engineers.
You can find all our names on the WZM/Solid State Studios Credits webpage.
Looking forward to the next big thing!