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PUBG

UI DESIGN | UX DESIGN
2018-2021

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WEAPON MASTERY

In 2019 I worked on PUBG's team in NY to create a series of outgame systems we hoped would lead to longer play times and increased player retention. The first of which was Weapon Mastery. Worked with game designers on the initial pitch to Krafton HQ and once approved my team worked on ux wireframes and prototypes with figma. We also began working with contractors at Concept Art House on the creation of a series of weapon charms that would be the system's major rewards.

Below is a link to my leads portfolio breakdown on the same feature

WEAPON MASTERY

In 2019 I worked on PUBG's team in NY to create a series of outgame systems we hoped would lead to longer play times and increased player retention. The first of which was Weapon Mastery. Worked with game designers on the initial pitch to Krafton HQ and once approved my team worked on ux wireframes and prototypes with figma. We also began working with contractors at Escape Velocity on the creation of a series of weapon charms that would be the system's major rewards, along with acheivements and rank style icons to show off, which we also worked to develop.

WEAPON MASTERY

In 2019 I worked on PUBG's team in NY to create a series of outgame systems we hoped would lead to longer play times and increased player retention. The first of which was Weapon Mastery. Worked with game designers on the initial pitch to Krafton HQ and once approved my team worked on ux wireframes and prototypes with figma. We also began working with contractors at Escape Velocity on the creation of a series of weapon charms that would be the system's major rewards, along with acheivements and rank style icons to show off, which we also worked to develop.

WEAPON MASTERY

In 2019 I worked on PUBG's team in NY to create a series of outgame systems we hoped would lead to longer play times and increased player retention. The first of which was Weapon Mastery. Worked with game designers on the initial pitch to Krafton HQ and once approved my team worked on ux wireframes and prototypes with figma. We also began working with contractors at Escape Velocity on the creation of a series of weapon charms that would be the system's major rewards, along with acheivements and rank style icons to show off, which we also worked to develop.

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Some Final 3D Models of the Original Mastery Charms

Big thanks to artist Raquel Garcia on these

Some Final 3D Models of the Original Mastery Charms

Big thanks to artist Raquel Garcia on these

Some Final 3D Models of the Original Mastery Charms

Big thanks to artist Raquel Garcia on these

Some Final 3D Models of the Original Mastery Charms

Big thanks to artist Raquel Garcia on these

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RANKED

Me and the team at PUBG NY started putting together a pitch for a ranked mode in PUBG around 2019. The UIUX and Game Design teams at NY traveled to HQ in Seoul to sell higher ups on our version of ranked, and once accepted we began turning the sketches and pitch docs into full interactive wireframes, ui, and fully developed screens while working with the gameplay side on the ingame elements. We also worked with outside contracters at Atomhawk and Concept Art House.

Below is a link to my leads portfolio breakdown on the same feature

RANKED

Me and the team at PUBG NY started putting together a pitch for a ranked mode in PUBG around 2019. The UIUX and Game Design teams at NY traveled to HQ in Seoul to sell higher ups on our version of ranked, and once accepted we began turning the sketches and pitch docs into full interactive wireframes, ui, and fully developed screens while working with the gameplay side on the ingame elements. We also worked with outside contracters at Atomhawk and Concept Art House.

Below is a link to my leads portfolio breakdown on the same feature

RANKED

Me and the team at PUBG NY started putting together a pitch for a ranked mode in PUBG around 2019. The UIUX and Game Design teams at NY traveled to HQ in Seoul to sell higher ups on our version of ranked, and once accepted we began turning the sketches and pitch docs into full interactive wireframes, ui, and fully developed screens while working with the gameplay side on the ingame elements. We also worked with outside contracters at Atomhawk and Concept Art House.

Below is a link to my leads portfolio breakdown on the same feature

Some Final UI Screens for Ranked

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Ranked Medals and Rewards

Worked on with Concept Art House(medals) and Atomhawk(seasonal rewards)

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Video Player

SURVIVAL MASTERY

Me and the team at PUBG NY were requested to make a mastery system based on the non-combat elements of PUBG by HQ. We proceeded to create concept docs and pitches with the game design team, along with system and ux design elements. Eventually we moved on to UI concepts. One issue we ran into was what to reward players with, as we were asked to not use other system's rewards. We ended up inventing the Passport, essentially an ID card that could be customized with seperate rules, including character poses(made internally), banners and icons(made with Super Top Secret)

Below is a link to my leads portfolio breakdown on the same feature

SURVIVAL MASTERY

Me and the team at PUBG NY were requested to make a mastery system based on the non-combat elements of PUBG by HQ. We proceeded to create concept docs and pitches with the game design team, along with system and ux design elements. Eventually we moved on to UI concepts. One issue we ran into was what to reward players with, as we were asked to not use other system's rewards. We ended up inventing the Passport, essentially an ID card that could be customized with seperate rules, including character poses(made internally), banners and icons(made with Super Top Secret)

Below is a link to my leads portfolio breakdown on the same feature

SURVIVAL MASTERY

Me and the team at PUBG NY were requested to make a mastery system based on the non-combat elements of PUBG by HQ. We proceeded to create concept docs and pitches with the game design team, along with system and ux design elements. Eventually we moved on to UI concepts. One issue we ran into was what to reward players with, as we were asked to not use other system's rewards. We ended up inventing the Passport, essentially an ID card that could be customized with seperate rules, including character poses(made internally), banners and icons(made with Super Top Secret)

Below is a link to my leads portfolio breakdown on the same feature

Some Final UI Screens for Survival Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Some Final UI Screens for Survival Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Rewards for Surival Mastery

Worked on with Super Top Secret

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

Final UI Screens for Weapon Mastery

Worked on under leadership of Josh Cookfair and alongside Nick Kaloyeros

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