Custom Hero HUDS
Each rogue has their own unique abilities that need custom UI feedback.
I worked on designing UI feedback for the rogue's Glimpse, Juke, and ViVi.
I designed the UI in figma and built it in Unreal Engine with blueprint logic.
Glimpse
Glimpse is a deceptively simple kit. There are 3 states of invisibility, a duration resource, a use cost, and alerts that point towards nearby enemies.
To inform the player without overwhelming them, I separate the active info from the passive info.
The active stealth state and alerts sit around the crosshair so you can see it while aiming. The passive resource bar mirrors the player character at the edge of your focus, marking the minimun amount needed to use.
Glimpse has a charging stealth meter with a static casting cost, a sonar detection arrow that
flashes
towards nearby enemies, and three different states of invisibility.
Glimpses has a resource meter for her stealth ability.
Activating your stealth has a cost and your stealth energy slowly drains as it persists.
Glimpse was the first rogue to have UI that swapped with the shoulder camera.
Her crosshair turns into a dot reticle with pips that represent how visible glimpse is.
Juke
Juke's kit locks down space by combining rechargable dashes with placable sentry turrets.
Juke's kit locks down space by combining rechargable dashes with placable sentry turrets.
Three blue pips are found under her crosshair to represent how many rocket dash charges she has.
Turrets use an icon that sticks to the edge of the player’s screen to communicate what the
turrets are doing.
Juke's turret alerts the player it is in combat.
ViVi
ViVi is a global popstar, so keep the front row filled to keep the party going.
ViVi's ability buffs nearby teammates with her stage aura.
ViVi's healing and speed buffs let the team swarm across the map.
ViVi ability post process material vfx
for vivi's team-wide buff, I designed and implemented a Post Process Material to reinforce the players new momentum and speed. the overlay was built with UE5 material tools and implemented with blueprint logic.
ViVi has a straight forward kit that uses UI feedback, VFX overlays, and gameplay logic to clearly communicate character states.
rethinking contracts, character stories, and licensed content presentation
Daily and seasonal contracts are one of the primary systems to motivate players to return to the
game.
Completing them provides experience and rewards to players who commit their time.
These contracts provided a quick reward for players, but content was hidden behind screen pop
ups due to UI limitations.
Only 3 contracts are visible at one time, bonus content needs to be viewed in the contract hub.
I wanted to provide more accessible content, with meaningful variety.
For this system update to succeed, each contract type needed to be viewable from the lobby. To
make the contracts more accessible, I turned the static daily contracts widget into a contract carousel.
The carousel rotates through each contract type available to the player. It passively rotates,
but will stop if the player selects the widget. Players can tab through the sections to quickly check
contract status.
visual wireframe comps
Daily contracts give players a reason to log on each day for rewards.
Seasonal contracts update with the ranked season, giving players long term goals to chase.
Event contracts will be used to showcase unique content.
Narrative contracts provide a more meaningful challenge with rewards of lore.
Narrative events have their own hub for tracking contract progress and reading unlocked
character lore.
Narrative contracts unlock over the course of a week, slowly revealing the story to players.
In-game screenshots
The Rambo event was our first run at supporting event contracts.
Event contracts in the lobby.
Narrative contracts in the lobby
Narrative contract in the narrative hub.
Completed narrative contracts.
User-centered updates build trust with the playerbase
The contract carousel was a big success for the support of Rogue Cmpany.
It provided game designers unique ways to spin up content with low cost, gave license content
new ways to reach fans, and gave players qol updates to provide a smoother interface experience.
After the update, we saw our core players logging in more frequently and new players sticking to
the game longer.
By putting myself in the shoes of the player: I was able to take an existing system, redesign
it's user flow, and hook players in with meaningful progress and rewards.