



Waframe Mobile is a direct mobile port of the famous space-opera MMO 3rd Person Shooter. Both its mechanical and system complexity have made this adaptation a true challenge. Project started as a Senior UI/UX Designer, eventually moved to Lead.
Mobile Inputs, 3Cs and Automations
Optimized core inputs such as controls, camera behaviors, and ability use for smoothest possible touch screen experience.
Together with rest of design team created and guided various aim assist, automation, accessibility and auto-fire solutions for both Warframe as well as "Operator", K-Drive, Necramech etc.
Mobile Specific Features and Adaptations
Designed, co-designed and guided mobile exclusive features such as HUD Customization Tool, Weapon Switch/Automation Widget, Melee Mode Behavior, Bullet Jump and Universal Traversal Button. Created and implemented mobile exclusive tutorial system and guided several iterations on the games FTUE.
HUD and Screen Reworks
Designed, wireframed and mocked up multiple major reworks to core HUD and UI to improve mobile usability and bring it as close as possible to mobile UX best practices, while max information delivery. Created mobile only versions to various screens such as Mod Management, Mission Completion, Navigation, Bounty, Item Details and Purchasing, Arsenal Screen and many others.
Responsibilities:
- Guiding and organizing team of 3 other design professionals
- Creating production plan and targets for design team
- Coordinating with rest of production with team and management
- Wireframing and Mocking-Up various screens and mechanics
- Touch screen control and interaction design
Tools Used:
In-house game engine; Adobe Animate; Adobe Photoshop; Confluence; Miro; Jira; Microsoft Power Point, Re-Dash
Warframe Mobile