Publisher: Electronic Arts. Developer: EA DICE.
Platform: PC, PS4, XBOX ONE.
My Contribution: 2D Artist.
Enter mankind’s greatest conflict with Battlefield™ V as the series goes back to its roots with a never-before-seen portrayal of World War 2. Lead your squad to victory in all-new multiplayer experiences like the multi-map Grand Operations. Fight across the globe in the single-player War Stories campaign. Assemble your Company of customized soldiers, weapons, and vehicles. This is the most intense, immersive, and innovative Battlefield yet.
As part of the UI/UX team I designed, documented and implemented various elements for the User Interface. From the Front End, where I developed guidelines across teams working on different technologies; to the HUD, where I worked on the game loop immersion for the player. Being part of a team means that our work is always collaborative and we are all responsible for the end product. My work is the result of that collaboration.
All images are property of Electronic Arts. I did not contribute to the Key Art image displayed above.
Front End Main Screen.
Soldier Customisation Screen.
Game Selection Screen.
Vehicle Customisation Screen.
Single Player Campaign Screen.
For the Front End screens I designed, documented and implemented a LEGO block system with which components were assembled. The system had very few elements (building blocks) in order to keep it simple and centralized. This made it possible for fast iteration that would affect the entire system instantly. The design was easy to use and well documented in order to apply it across different technologies.
Front End. During the prototyping phase I worked on a 3D display screen for medals. Since then, the feature was rewritten and optimised by my colleagues.
Minimaps. We wanted to create a modern style for the minimap textures following the updated look of the entire UI. The goal was to leave only the essential information for the player to navigate the world.
Deploy Screens. This screen contains extensive features which are connected to various systems in the UI. Many of us collaborated in this screen at one point or another and it was vital to maintain clean logics and communicate about changes.
Lobby Screen. In this case minor maintenance work was required in order to bring the lobby screen up and running in a short time frame.
Soldier HUD. I worked closely with HUD features like the Game Mode Widget, Inventory, Health, Minimap and Squad List. The HUD is a extensive system that required both Artists and Engineers to have an updated blueprint of all the information that could be displayed at any given point in the game.
Vehicle HUD Diagrams. Working closely with the vehicles team, we wanted to keep a simple and minimalistic approach to vehicle's information. I designed one system to allocate various types of vehicles and seating positions.
Vehicle HUD. We wanted to allow the player to keep focus on the action and a re-loading centered progress bar was the obvious solution.
Scoreboard Screen. This screen has to display a lot of information at the same time. Our goal was to create a first layer of attention where the player could see at a glance who is dead and who is alive in the game and also identify squad-mates.
Battlefield V Official Trailer