Back4Blood artwork showing 4 characters surrounded by zombies. The characters are firing their weapons. The scenario seems to be a city, showed from a top down angle. All characters are show over a red background that looks like blood.

The Division - Heartland

Overview

This was a co-dev project, alongside RedStorm studio, where I provided my UX expertise for multiple scenarios like Player Death flow and realization, Death Screen, loot and gear collection flow. I also designed some of the core systems, as notifications and text chat, while also helping to achieve ideal accessibility levels for the game.

My role

Ux Design, User Research, Accessibility assessment

Brief project summary

This project is under a Non Disclosure Agreement, that limits how much I can share.

As a UX Designer on The Division: Heartland, my mission was to tackle some of the complex design puzzles at the heart of the game. I was responsible for the full design journey of key features that directly impacted player engagement, frustration, and retention.

Designing for high-stakes moments:

I led the UX for some of the game's most intense player experiences. My goal was to make sure that even frustrating moments, like the Player Death sequence, felt fair and kept players motivated to jump back in.I also crafted the Gear Collection flow to feel rewarding and strategically meaningful, ensuring players instantly understood what they found and why it mattered.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Building systems everyone could use

I worked on the essential systems that players use for information and chatting, like the Notification framework and the Text Chat system.A huge focus for me was inclusive accessibility. I made it my goal to ensure these systems were clean, easy to understand, and worked well for every player, going beyond just the basic compliance requirements.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Shaping player identity

I also worked on the Character Selection to be a cool, engaging moment for players. This was the first step to letting them express their style and connect with their agent before heading into the action.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.
Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Constant feedback

None of this happened in a vacuum. Me and the team were constantly running tests and talking to our target players. The research was key to making sure our ideas were on the right track, helping us uncover what players truly wanted, and giving the whole team the confidence to build features that players would genuinely love.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

The Division Heartland: Developer deep dive trailer

Thank you for reading.

Image showing all characters posing with different guns at hand. They are all in a neutral dark background. On top of them you can read Thanks for reading.
Back4Blood artwork showing 4 characters surrounded by zombies. The characters are firing their weapons. The scenario seems to be a city, showed from a top down angle. All characters are show over a red background that looks like blood.

The Division - Heartland

Overview

This was a co-dev project, alongside RedStorm studio, where I provided my UX expertise for multiple scenarios like Player Death flow and realization, Death Screen, loot and gear collection flow. I also designed some of the core systems, as notifications and text chat, while also helping to achieve ideal accessibility levels for the game.

My role

Ux Design, User Research, Accessibility assessment

Brief project summary

This project is under a Non Disclosure Agreement, that limits how much I can share.

As a UX Designer on The Division: Heartland, my mission was to tackle some of the complex design puzzles at the heart of the game. I was responsible for the full design journey of key features that directly impacted player engagement, frustration, and retention.

Designing for high-stakes moments:

I led the UX for some of the game's most intense player experiences. My goal was to make sure that even frustrating moments, like the Player Death sequence, felt fair and kept players motivated to jump back in.I also crafted the Gear Collection flow to feel rewarding and strategically meaningful, ensuring players instantly understood what they found and why it mattered.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Building systems everyone could use

I worked on the essential systems that players use for information and chatting, like the Notification framework and the Text Chat system.A huge focus for me was inclusive accessibility. I made it my goal to ensure these systems were clean, easy to understand, and worked well for every player, going beyond just the basic compliance requirements.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Shaping player identity

I also worked on the Character Selection to be a cool, engaging moment for players. This was the first step to letting them express their style and connect with their agent before heading into the action.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.
Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Constant feedback

None of this happened in a vacuum. Me and the team were constantly running tests and talking to our target players. The research was key to making sure our ideas were on the right track, helping us uncover what players truly wanted, and giving the whole team the confidence to build features that players would genuinely love.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

The Division Heartland: Developer deep dive trailer

Thank you for reading.

Image showing all characters posing with different guns at hand. They are all in a neutral dark background. On top of them you can read Thanks for reading.
Back4Blood artwork showing 4 characters surrounded by zombies. The characters are firing their weapons. The scenario seems to be a city, showed from a top down angle. All characters are show over a red background that looks like blood.

The Division - Heartland

Overview

This was a co-dev project, alongside RedStorm studio, where I provided my UX expertise for multiple scenarios like Player Death flow and realization, Death Screen, loot and gear collection flow. I also designed some of the core systems, as notifications and text chat, while also helping to achieve ideal accessibility levels for the game.

My role

Ux Design, User Research, Accessibility assessment

Brief project summary

This project is under a Non Disclosure Agreement, that limits how much I can share.

As a UX Designer on The Division: Heartland, my mission was to tackle some of the complex design puzzles at the heart of the game. I was responsible for the full design journey of key features that directly impacted player engagement, frustration, and retention.

Designing for high-stakes moments:

I led the UX for some of the game's most intense player experiences. My goal was to make sure that even frustrating moments, like the Player Death sequence, felt fair and kept players motivated to jump back in.I also crafted the Gear Collection flow to feel rewarding and strategically meaningful, ensuring players instantly understood what they found and why it mattered.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Building systems everyone could use

I worked on the essential systems that players use for information and chatting, like the Notification framework and the Text Chat system.A huge focus for me was inclusive accessibility. I made it my goal to ensure these systems were clean, easy to understand, and worked well for every player, going beyond just the basic compliance requirements.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Shaping player identity

I also worked on the Character Selection to be a cool, engaging moment for players. This was the first step to letting them express their style and connect with their agent before heading into the action.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.
Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

Constant feedback

None of this happened in a vacuum. Me and the team were constantly running tests and talking to our target players. The research was key to making sure our ideas were on the right track, helping us uncover what players truly wanted, and giving the whole team the confidence to build features that players would genuinely love.

Assassins Creed Valhalla screenshot highlighting a small notification on the center of screen showing the player has leveled up and has skill points to expend.

The Division Heartland: Developer deep dive trailer

Thank you for reading.

Image showing all characters posing with different guns at hand. They are all in a neutral dark background. On top of them you can read Thanks for reading.