Project A : Valorant
I joined the team early in the R&D phase when there were about 25 people on the floor. At this early stage there was close to no User interface, only programmer art. I worked on many different milestones, such as: Prototypes, vertical slices, first playable, weekly playable, beta, etc. and explored several different art directions but ultimately helping the team reach where they are today.
Direction
Moby Francke & Melanie Desgagne
@Riot Games
2019
Game play UX and Vanilla UI
My contribution included art exploration, UI concepts, layouts, building in-game functional prototypes, etc. In collaboration with the gameplay engineers, I helped build the core game systems interface.
While under new leadership I was mandated to step in as the interim UI Lead and guided the team to strip down the current interface and to focus on a player-centric experience. We called it advance wireframing aka Vanilla art style.









In game shop
This is one of the jewels of any FPS, the in game shop. To build this feature I had the pleasure of collaborating with some very talented game designers and engineers. We went through so many design iterations to land here.

Prototyping
The Brief was to create a shippable custom ability hud for a specific character and provide a time estimate, for future planning. As you can see below, a prototype was built to provide an approximation of how much time it would take to: conceptualize, get approval from art and design, make optimized textures, implement, and animate. Run a quick playtest and add a round of feedback. To conclude it took 5days including playtest iterations.


Wireframes


















Other Exploration











