Call of Duty: Warzone
Role: UI/UX Design Intern
Tools: Figma, After Effects, Perforce, COD Launcher, Ape
Overview
This past summer, I was a UI/UX Design Intern for Raven Software, as part of the Activision Intern Program. I worked on a new installment of Call of Duty: Warzone that is unfortunately not released yet, so the assets I worked on cannot be revealed at this time.
Goals
My main goals for my time at Raven was to improve my technical skills in creating UI assets, and learn what it's like to work on a large AAA franchise.
Key Features
Figma Design Library
My first task was to recreate existing assets to be vectorized and editable and add them to a Figma Library
The Figma Library allows for UX designers to pull the assets they need and configure them into widgets for hi-fi mockups
The biggest challenge was figuring out how to set up frames and layers to make the dynamic resizing work, especially with multiple strokes and smooth gradients.
Assets also had set properties so the states of buttons or the type of icon could be easily switched between in the final asset.
Icons
My task was to create various new Havoc and Perk icons for the game. Although they were slightly different, the goal for them both was to create square icons that could be readable at a very small size.
Havoc Icon Takeaways
Line width affects readability; thicker lines help icons read at a glance, and consistency with pixel width helps multiple icons feel cohesive together
Depictions of effects are more readable than depictions of equipment as well; icons don't need to be too literal
Perk Icon Takeaways
Perk icons had more values allowed in their style, so balancing detail became a bit more involved, in addition to shape and composition
Visual language consistency between similar effects was also used more
Victory/Defeat Animation
The task for the victory/defeat animations was to take existing After Effects files and alter some details to fit the new game.
The main challenge was learning to navigate After Effects and use advanced features to design efficiently
I especially learned a lot to do with nesting pre-compositions, expressions, controllers
It was also interesting to explore the visual style of the new game, which involved a lot of glitch effects, chromatic aberration, and scanline and halftone textures