Modern Warfare II (2022)

I started at Infinity Ward beginning of January 2022 as a Senior UI Artist. My responsibilities expanded quickly to cover a majority of the frontend, which I saw through beta to release, then for the entirety of the game's live-ops. In March 2023 I was promoted to Lead UI Artist.

These covered:

  • CoDHQ / Play
  • MP / DMZ Lobbies and FiGs
  • Operator Select
  • Customize
  • Weapons (Loadout / Armory / Gunsmith / Customize)
  • Store
  • FTUE


The following are some of these features and their screens that I have had the pleasure to work on over the last two years.


CoD HQ (incl. Revamp)

Towards the middle of our live-ops cycle, we started discussing how we could redesign and improve the CoD HQ experience to further expose the large amount of content and game modes within MWII and WZ2.0. The various button plate artwork was an awesome team effort, bringing together various strengths

DMZ

DMZ as a feature was expanded upon rapidly over the last year, with many new systems added to keep players engaged, giving them more content to dive into, both in the frontend and in-game.

Operator Select

Covering both MP (Dual Faction Grids) and the WZ/DMZ (Single Grid) variants.

Weapons (Loadout / Armory)

Another of the larger features I spent a good amount of time on to date. Requiring a lot of iteration through live-ops.

Store

Covering both the Early Access / Beta and Live stores

MP Lobby

Ultimately contributed to by many within the team.

FTUE (First-Time User Experience)

For the Early Access Beta through to Release.