Call of Duty: Warzone

Project Overview

UI/UX Journey on Warzone

Warzone, now in its fifth year, has been a three-year journey for me personally. As a free-to-play game, it has had its ups and downs, but we continuously refine the experience based on player feedback. Regular playtests inform the evolving game experience and align with larger company goals. While Warzone serves as a gateway to the core campaign and multiplayer modes, it also fosters its own dedicated community. In my time here, the game has undergone significant transformations, and through persistent advocacy for player experience, we’ve made impactful accessibility improvements—an area we continue to expand on.

Day-to-Day Responsibilities & Leadership Approach


    On an average day, I balance multiple responsibilities as both a team lead and a hands-on contributor:

  • Collaboration & Meetings:
    I participate in daily stand-ups, feature-specific discussions, playtests, and cross-team syncs. These meetings cover live-service features I oversee, as well as planning for upcoming game iterations.

  • Feature Development & Strategy:
    Over the past three years, I have contributed to both live-service features and the development of future game iterations. This includes reviewing key stakeholder priorities, aligning with production, and actively participating in team roadmapping and planning. I frequently collaborate with engineering leads to navigate major pivots driven by stakeholder decisions and player feedback, ensuring swift and effective iterations.

  • Team Management & Growth:
    As a lead, my focus is on balancing project execution with fostering my team’s growth. I invest time in mentoring designers, refining their UX/UI skills, and aligning their projects with career aspirations. Regular 1-on-1s ensure that discussions center around their goals, challenges, and opportunities for growth.

  • Process Optimization & Cross-Team Coordination:
    I actively work across production and other departments to streamline workflows and improve efficiencies. Over the past three years, I have collaborated directly with production leads to refine feature development pipelines, ensuring better cross-discipline communication and alignment on deadlines.

My Leadership Philosophy


    My leadership style is still evolving, but I focus on three key principles:

  • Career Growth & Coaching:
    I take the time to understand my team’s individual career aspirations, aligning their work with their long-term goals. I provide guidance on UX best practices, hands-on Figma support, and general industry mentorship.

  • Empowering Open Communication:
    Regular check-ins are centered on what my team wants to discuss, rather than my own agenda. I maintain an open-door policy for both professional challenges and personal concerns, ensuring they feel supported in their roles. Often I will create action items for myself to keep track of their progress and how I can support them.

  • Proactive Problem-Solving:
    If a project is not on track for success, I work closely with production and other teams to course-correct early. My goal is to create an environment where designers feel empowered to do their best work while maintaining realistic expectations and deadlines.

Future UX/UI Leadership Impact:


    To further strengthen my role as a UX/UI lead, I aim to:

  • Expand UX Research Integration:
    Increase direct involvement in usability testing and analytics reviews to ensure UX insights drive design decisions earlier in development.

  • Develop Scalable UX/UI Guidelines:
    Establish more standardized documentation and design principles to streamline decision-making and onboarding for new designers.

  • Enhance Collaboration Between UX & Engineering:
    Strengthen cross-discipline workshops to align UX vision with technical constraints earlier in the pipeline.>

  • Champion Accessibility & Inclusive Design:
    Continue pushing for accessibility best practices across all UX/UI features, advocating for improvements that benefit a diverse player base.

As Warzone continues evolving, my focus remains on delivering player-centered experiences, refining our UX/UI processes, and growing a strong, capable team. I thrive in the fast-paced nature of live-service development, balancing leadership responsibilities with hands-on contributions when needed.


Portfolio work by request only

Project Basics

  • Duration: Hired in June 2022 at Raven Software. Continue to work simultaneously on both the Live Services and upcoming releases, starting 2022-Present.
  • What I do: Design Team Management, Roadmapping/Prioritizing, UX/UI Design, Feature Development & Functionality, User Testing/PlayTesting, Wireframes/Prototypes, Design Workshops, Design Systems, File Organization / Templates
  • Programs Used: Figma, Proto Pie, Adobe Suite, Jira, Miro,
  • Cross-Studio Collaboration: Activision Central, Treyarch, Infinity Ward, Sledgehammer, Beenox, High Moon Studios
  • Team Roles: Lead UX/UI Designer (x2), Lead UI Artist, UI/UX Designer, Tech Designers (x4), Associate UI Artist, Associate UX Designer (x2)


Call of Duty: Warzone - Black Ops6 & Upcoming Fall 2025

  • Currently Leading UX/UI Design team in full game development for Warzone - BlackOps6
  • Collaboration and process improvements with System/Gameplay Design
  • Cross-Studio collaboration on game UX/UI updates
  • Collaborating with Production in driving new processes for UX Design
  • Design Project Roadmapping and Timelines
  • Sprint Planning with Engineering & Production
  • Team Management, Career Planning, and Goals

Call of Duty: Warzone MW3

  • Lead UX/UI Design team in full game development for Warzone 2023
  • Collaborated with Systems/Gameplay Design in Player experiences
  • Cross-Studio collaboration on game UI Art updates
  • Developed & Drove new processes for UX Design
  • Collaborated with UI Engineers on HUD development
  • Design Project Roadmapping and Timelines
  • Team Management, Career Planning, and Goals

Call of Duty: Warzone 2.0 MW2

  • Senior UX Designer on multiple in-game and front end elements
  • Coordinated & Drove Design Workshops
  • Created template systems for Figma files

Example Game Features worked on

  • Warzone Playlist - Reworked for BO6
  • Inventory System/HUD - Reworked for MW3 & BO6
  • Squad Widget - QOL updates
  • Perk System/Hud
  • Loadouts/Gunsmith - Reworked for BO6
  • Splash System
  • Buystation - Reworked for BO6
  • End Match Summary - Reworked for BO6
  • Front End Flows
  • Gameplay - Champion's Quest - Reworked for BO6
  • Gameplay - Contracts
  • Gameplay - Strongholds
  • First Time User Experience
  • Progression
  • Front End MTX and Upsell
Video games brought my best friend and me together—now, I get to play it forward.
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