New World

Genre: MMORPG
Platforms: Playstation, XBox, and PC
Role: Lead UI/UX Artist
Through Blind Squirrel Games, I worked as an embedded UI/UX contractor within Amazon Games Studios on New World. I worked on the release of the Rise of the Angry Earth expansion, and the release of New World: Aeternum, an enhanced version of the original PC game released on console.
HUD Updates for Console
I was part a small team updating New World’s HUD for console release. Our goals were to design from a console-first mindset while improving usability, audit messaging paradigms, and update the art style to match the larger UI overhaul occurring across the game.
The result was a more lightweight HUD with combat-critical elements closer to center view, elements with similar purpose grouped together or combined into single widgets, and elements that are shown and hidden contextually to only take up screen space when relevant.
UX Audit of Existing Systems
I reviewed a number of systems and game modes for potential UX improvements, console usability, and consistency with UX/UI updates happening across the game. My deliverables were UX design documents and wireframes outlining solutions to problem spaces.
Accessibility Updates
I was part of teams that worked on updates aiming to improve accessibility and console usability. This included feature updates like color customization for reticles for low vision contrast needs, target lock and aim assist for controller use and as a mobility aid, and enhanced subtitle system that is very customizable to user needs.
Here is a motion mock showing my design for how target lock would be visually indicated to the player, how switching targets would look (controlled with right stick), and how manually aiming down site would temporarily suspend the lock temporarily but not break it.