About Project
- The Division is a Tom Clancy-branded open world multiplayer RPG, set in New York, in which a viral outbreak has brought civilization to the brink of collapse.
- The Dark Zone is a walled-off quarantine zone in the middle of Manhattan, with the goal to stop the contagion of the once as flu suspected virus.
- Linked seamlessly with the rest of the game it is the place for PvP-fights and at the same time contains the most powerful and rarest loot in The Division.
- Skirmish mode is the game's only true PvP mode with no NPCs or enemies in play besides the opposing team.
- Red Storm Entertainment have a full responsibility on PVP and PVE.
Role
- Senior UX & UI Designer Create wireframe, flow, final assets , and Implementation
Challenge and Discovery
- Implementation was a big issues(using Snowdrop Engine): Snowdrop was not user friendly to none programers.
- We need to take a training section before starting any works.
- Tech artist responsible for the full UI implementation in game after UI team deliver the first pass in engine
- Engine tool team have made many UI workshop videos to support UI Team
- We didn't have much problem with UI performance. We break down a lot of elements into single file
- The visual was inherited from the single player, we get to focus on more User Experience
- We wanted to feel more gaming UI than the realistic shooting or fighting
- Made a lot of icons since there are a lot of loots
- The game play was very difficult for me to play through. Skirmish was basically impossible to my multiplayer shooting level.








Flow, Wireframe and Prototype
- User story mapping : It give us to have a player journey. And their perspective. I and game designer made this on any new features or modifying features. It fixes ui flow and eliminate unnecessary ui steps.
- Whiteboard : whiteboard is giving us how to approach a problem and work with others. It required design thinking, critical thinking, logical thinking and rational thinking.
- Creative Director value the prototype before creating wireframes
- Most simple prototype was done on unity and adobe XD
- Tech artist was very fast to make a snowdrop prototype if it needed








Style guide and design
- Work with Massive studio to create style guide
- UI widgets allow all three studios to stay in look consistence.
- Accessibility plays a large part in reducing frustration and ensuring enjoyment and immersion in the game experience
- Main pillar : In and out Navigation - No hidden options : Within a menu system, the player should be presented all possible selecion options clearly



Fresh eye test & Iteration
- Weekly Internal team test, Daily QA test and external research labs fresh eye test
- Take about 3 months to schedule with Internal UR team since they can be booked with other Ubisoft studios.






