HOME . DETAILS . MAIN MENU . MISSION RESULTS . DESIGN SUPPORT . EARLY DESIGNS
BATTLEBORN
ABOUT

Battleborn was an online multiplayer first-person shooter set in the far flung future. The game combined elements of hero shooters with aspects of the MOBA genre. It featured several gameplay modes and included a full narrative campaign. The combination of single-player, split-screen an online multiplayer modes made it an interesting UI design challenge. Unfortunately the decision was made to shut down the game's servers in 2021 and Battleborn is no longer playable.

DETAILS

Studio: Gearbox Software
Role: UI Designer
Release: May 2016
Platforms: Playstation 4, Xbox One, PC
Tools: Unreal 3 / Scaleform

MAIN MENU
A good portion of my time after the game launched was spent supporting changes to the Main Menu of the game. We added a quest system that required new UI elements. Our tilted design of the menu elements also meant that when new game modes or options were added, I often needed to spend time readjusting image sizes to maintain the look of the menu.
MISSION RESULTS
The Mission Results menu was a section of the game that I spent a significant amount of time on. The menu changed quite a bit over the course of development, especially as systems like gear, challenges and player progression evolved. It became necessary to inform the player of quite a lot of post-match information in a short period of time. The animation also needed to feel impactful to encourage players to try for higher scores and continue to level up their characters.
DESIGN SUPPORT
Joining the project late, I was often tasked with supporting screens and systems that had already been created. This usually involved creating icons, adding artwork for player and enemy portraits or adding additional UI elements to existing screens.
EARLY DESIGNS
Before the launch of the game, we attempted a re-design of the main menu that would lean into the Saturday Morning Cartoon theme that the game was going for. I created a few interactive prototypes based on interfaces seen in streaming video services at the time. Ultimately we didn't have the time needed to support a complete interface redesign.