SUMMARY

I originally joined Piranha Games as a UI/UX designer for MechWarrior 5: Mercenaries, a cross-platform Mech action simulation game. I contributed to three of their DLC launches: Call To Arms, Rise of Rasalhague and The Dragon’s Gambit.

I then joined the team for the next instalment in the series, MechWarrior 5: Clans. Working on the team from the very beginning of development, I contributed to many aspects of the game from establishing UX flows and layouts to creating finalized UI visuals.

 

ROLE

UI/UX Design

 
 

player flows and rewards

I led the UI and UX design for several new features across multiple DLCs. One of the largest new additions was the “Rival Mercs” feature in Rise of Rasalhague. This feature added a new type of NPCs in the form of Mercenary companies which could join missions as enemies or allies. Players formed relationships with these companies as well as gaining rewards from providing intel on them to their employer.

I created multiple new user flows for this feature, such as a new reward track for providing mercenary intel and a collection track to allow players to track how many of the mercenary companies they had encountered. I worked closely with the game design and engineering teams in order to execute on a cohesive feature.

I also created a visual style for the mercenaries HUD elements and updated various existing UI elements to incorporate these new features.

 

Screenshots from the Rival Mercenaries feature.

HUDs and in-universe branding

My work across MechWarrior 5's DLC also included the design of numerous logos, icons, HUD elements, and other UI assets. During this I worked closely with the art and engineering teams to create a cohesive and clear visual style across all elements of the game.

Maintaining the existing style of the UI while refining and adding new features with each update has been an exciting ongoing challenge as each DLC maintains its unique identity.

 

Screenshot from the PVE Garrison feature.

iteration and re-imagining

My most recent role within Piranha was working on the Mechwarrior 5: Clans, a new entry into the series. Being part of the team from the very beginning gave me the exciting opportunity to contribute to the visual style and feel of the UI from the foundation.

Establishing the look and feel of the new UI system included all new user flows, solving surprising problems, and researching contemporary games to create features that compete on the current market. Working closely with a talented team of designers as well as collaborating with engineers and artists has improved my skills in both communication, presentation, and UX design.

Screenshots of the pilot summary and map hub screens.

One of my main contributions was leading the design for the map hub, a central location where players would choose from various missions as well as tracking their progress in the story. Creating a flow that utilized both UI elements and the 3d environment was an interesting challenge that draws the player into the world of the game.

reflection

Having the experience of working on both an established and new project at Piranha, I have gained valuable experience in contributing to all points of a games life cycle as well as further refining my technical skills.