UI Scripting & Experience Design
Shipped gameplay UI flows for one of EA's flagship titles, handling Vehicle Customization, End of Round summaries, and Universal Menu in a high-velocity production environment, balancing franchise heritage with modern usability standards.
Embedded in DICE's live team as a UI Scripting Experience Designer, working directly in the game's visual scripting environment, translating player behavior data and design intent into shipped UI interactions.
Pre-deployment loadout flow · 128-player servers · Multi-class vehicle roster
BF2042's 128-player servers introduced a vehicle scarcity model, limited slots per class (Heavy Armor 2/2, Attack Helicopter 1/1) created real urgency during pre-round selection. The UI needed to communicate availability, allow loadout customization, and not impede deployment, all within a ticking countdown window.
// M1A5 tank detail view, stat bars, capability tags, CUSTOMIZE entry point
// Pre-deploy insert, vehicle slot availability, live countdown, CUSTOMIZE shortcut
// VEHICLE_CUSTOMIZATION_FLOW.mp4, full UI walkthrough, scripted in-engine
Vehicle class counters (e.g. "HEAVY ARMOR 2/2") communicate live slot availability without cluttering the selection grid.
Customization state syncs across Collection and pre-deploy screens, players build in the menu, not under pressure.
Scripted to support both controller (L2/R2 navigation, tab traversal) and mouse/keyboard with consistent affordances.
Post-match summary · Squad performance · Level progression · Scoreboard
The original BF2042 End of Round stripped out much of the stat depth that BF1 players had come to expect, removing K/D ratios, class breakdowns, and comparative squad data. Post-launch sentiment was strongly negative, and community-made "fixed" mockups went viral. The redesign had to restore emotional payoff and information richness while maintaining visual coherence with the 2042 design language.
// FRANCHISE REFERENCE: BATTLEFIELD 1
// Best Squad cinematic, character renders, standout action stat, XP contribution
// Level Progress, ribbon breakdown, XP totals, rank progression bar
Personal / Highlights / Squad / Scoreboard / Level Progress, each tab addresses a distinct emotional beat, preventing information overload.
Best Squad screen uses full-character renders and a single standout action to create a cinematic moment, rewarding play style rather than just score.
Reintroduced comparative rankings (BEST / 2ND / etc.) from BF1, meeting longtime franchise players' expectations while fitting 2042's design system.
In a live service game, UI design is never finished. It is a continuous feedback loop between player behavior data, community signals, and production capacity. The ability to script, prototype, and iterate within the engine itself collapsed the gap between design intent and shipped state, making every decision immediately testable against real gameplay.