Tom Clancy's: The Division
Mystery Box

Mystery Box

Map

Map

Horde Mode Waves UI

Horde Mode Waves UI

Horde Mode: Wave HUD Mockup

Horde Mode: Wave HUD Mockup

Horde Mode: Wave countdown timer Mockup

Horde Mode: Wave countdown timer Mockup

Horde Mode:  Wave's objectives pop-up Mockup

Horde Mode: Wave's objectives pop-up Mockup

Horde Mode: HUD Mission Completed / Mockup

Horde Mode: HUD Mission Completed / Mockup

Pre-match screen / Mockup

Pre-match screen / Mockup

Pre-match Screen with best player stats / Mockup

Pre-match Screen with best player stats / Mockup

The design team wanted find a way to inspect the highest scorer's gear. One of the options I proposed was to have detail view of all the equipment by holding  or pressing a button to inspect the top player's equipped gear and weapons.

The design team wanted find a way to inspect the highest scorer's gear. One of the options I proposed was to have detail view of all the equipment by holding or pressing a button to inspect the top player's equipped gear and weapons.

Best Player Gear / Pressing inspect  allows players to inspect teammates equipped gear and weapons.

Best Player Gear / Pressing inspect allows players to inspect teammates equipped gear and weapons.

Post match summary screen / Mockup

Post match summary screen / Mockup

The Turret is a miniature automated turret mounted on a tripod. The design was created to simplify the upgrade and repair system.

The Turret is a miniature automated turret mounted on a tripod. The design was created to simplify the upgrade and repair system.

Turret fortification upgrade & repair system close-up flow

Turret fortification upgrade & repair system close-up flow

Turret's zoom view UI

Turret's zoom view UI

Turret's far away UI

Turret's far away UI

Tom Clancy's: The Division

Tom Clancy's: The Division was a great project to work with, and to learn, and evolve by developing projects in collaboration with multiple studios across the world. As a UI designer I was responsible of designing new screens and assets following the establish style. Working closely with the engineering and design teams, and in collaboration with multiple studios across the world.

The engine used in this project was Snowdrop, and I really enjoyed how flexible it is, at its core, Snowdrop is a node-based system, widgets and compounds to quickly setup and iterate on responsive 2D and 3D interfaces. That allowed me to quickly prototype, test things in game, and see instantly how my work looks in-game by being able to enter the game directly from the editor to see the changes in action.

I was also creating animations with Snowdrop’s animation system. It uses visual programming tools, and it allows to have complete control over the whole process.