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Tom Clancy’s The Division

Multiplayer The Dark Zone/Resistance/Skirmish

2017~2018

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.