Dropzone
UI Engineer, Additional UI Design
Dropzone is a competitive real-time strategy game that combines MOBA-style hero control with fast-paced tactical combat. I joined during the game's later stages of development to help bring the interface across the finish line, focusing on usability, visual consistency, and new features that integrated seamlessly with the existing design.
User Interface
Working within an established visual language, I designed and implemented new interface features while refining existing systems throughout the game. I tackled three key features: interface scaling, match replay controls, and in-match communication ping/emote wheels. Each feature was built to feel like a natural extension of what was already there rather than an afterthought.
Interface Scaling
Rather than a single global UI scale, each HUD element (minimap, scoreboard, player details, command grid, health bars, objectives) can be resized independently through a live preview panel, keeping the interface legible across a wide range of monitor sizes, resolutions, and personal preferences.
Spectator & Replay Mode
I designed the interface for watching and reviewing matches, from live spectating to full replay scrubbing, with controls built to surface essential information (squad health, objectives, match goals) without ever getting in the way of the action being watched.
Communication
I designed and implemented a radial communication system that allowed players to quickly ping locations on the map to coordinate with teammates without interrupting movement or combat. The interface prioritized speed and clarity, making team communication feel like a natural extension of gameplay.
