This is some wireframe samples for a social first person shooter that I worked on as the UX Designer in a team of about 50 people.

As the game is not released, I have adjusted the wireframes to not reveal too much about the game, and keeping details a bit sparse. I also took part in developing the visual style for the UI, but I am not including final screenshots to maintain confidentiality.

Since the game is intended to be released on both PC and console, all screens also had to work well for both contexts.
As the game focused on the social aspect, other players seeing your avatar was a big focus. This meant that you could unlock various character customization options from various sources, and customize your character in many different ways.

These unlockable options had to feel consistent across many contexts, and clearly show how you would go about accessing these options. This meant planning out these flows and comparing and contrasting how each item would appear and behave in each user journey.
The gameplay of each match was more complex than your standard team deathmatch, and we wanted to convey as much information as possible within the game world itself.

As such, I developed guidelines on how displays and kiosks in the game world should behave to maximize their impact. Since this is a fast-paced game where you also need to keep up with your team, clarity was very important.
As each match took place on a map that changed slightly between each session, the map screen was essential to get right. During playtests, navigation was one of the larger issues players struggled with. We could not simply add waypoints, as there was never a clear path to the objective, and we wanted to encourage players to plan their own path together with their team.
Multiplayer FPS
Published:

Owner

Multiplayer FPS

Published: