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Call of Duty: WWII
Sledgehammer's WWII was a large undertaking and required some UI/UX support. While at Raven, I had a hand in helping out on a few screens and provided UX design support in a few different ways, including, but not limited to, providing UX design feedback and wireframing designs for areas of the front-end and social hub.
UI / UX Designer
Artifacts
Slide Decks, Wireframes, Control Map
Tools
XD (🪦), Proprietary Engine / Software & Tools.
RESPONSIBILITIES
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Playtesting Feedback & PC Control Mapping:
I provided design analysis and documented feedback for default PC control schemes, helping to improve the overall experience for PC Players.
Wireframes:
I was tasked with providing UX feedback for early game versions, including wireframes and suggestions for improving the player’s experience by adding a front-end alternative to the Headquarters (social hub).
We assumed this would provide Players with a smoother experience for accessing areas of the Headquarters.
This feature was released post-launch after player sentiment aligned with our assumptions.
I designed wireframes for the news section of the front-end, NPC interfacing, and the Headquarters Post as well.