
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.

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.

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.


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.

The Division Heartland: Developer deep dive trailer
Thank you for reading.


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.

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.

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.


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.

The Division Heartland: Developer deep dive trailer
Thank you for reading.

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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.

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.

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.


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.

The Division Heartland: Developer deep dive trailer
Thank you for reading.
