ADVANCED / LEAD UX DESIGNER

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OVERVIEW

In this role, I collaborated with leadership and stakeholders to help identify the desired direction for SMITE 2. During the early months of the SMITE 2 development cycle, my primary focus was on performing competitor research, survey analysis, and developer insights to help identify the UX wins and losses of SMITE 1. SMITE 1 had gone through multiple redesigns of its UI and UX throughout its lifecycle, and was technically never finished. The approach for SMITE 2 was to deliver modern standardization, and develop new concepts that would help set a strong foundation for the team to continue to build upon, instead of replacing. Biggest driver from stakeholders, and the team as a whole, was to keep some a strong sense of familiarity to its most recent iteration, while giving it a much needed face-lift, and redesigning outdated concepts that would feel far more welcoming for players to engage with. The challenge, however, was defining these strong, positive, impactful changes with a very tight deadline. It meant focusing on our efforts as team, and doing our best to be collaborative, and achieving these goals together.

2/2023 - 8/2024

ROLE

PC / PS5 / XBOX Series X/S

YEARS

Advanced / Lead UX Designer

PLATFORMS

UX

DIRECTION

The role of UX Director does not formally exist at Hi-Rez Studios; however, SMITE 2 required this level of oversight.

An overview of my UX design responsibilities and deliverables for the project.

UX

DESIGN

Responsible for delivering high-fidelity mocks and determining the final art style.

TECH

ART

UI

VISUALS

Lastly, I was also responsible for skinning several screens, in-game elements and fixing issues.