XDefiant: Ability Select Restriction

In ranked modes for XDefiant, players repeatedly told us that teams didn’t feel balanced, even when the underlying systems said they were. After an internal playtest and a dedicated pro gamer review, we introduced a new system: Ability Select Restriction – only one player on a team can bring a given ability into a match..

My goal was to make this restriction feel fair, readable, and deliberate, while still giving stakeholders what they wanted most from this screen: big, expressive character art that could showcase skins.

Gaming UI/UX Feature Design XDefiant

The Team & My Role

I was the UX designer on this feature, partnering with:

Players & Their Needs

The primary players here are ranked and competitive players. They need:

What We Started With

Before this work, our character selection screen already combined Faction + Ability into a single step. It did its job, but it treated abilities almost like a checklist: technically available, but not surfaced as a strategic choice.

Original XDefiant Faction + Ability selection screen
Original Faction + Ability screen — abilities are functional, but the layout doesn’t yet support future balance changes or strong storytelling.

Stakeholder Ask: Increase Character Presence

Our initial ability-selection UI was built for clarity first — tight grids, fast scanning, low cognitive load. But during stakeholder reviews, leadership wanted more character visibility to better support long-term cosmetic and IP identity strategies.

Evolution of the Layout

Below, you can scrub between the annotated UX callouts and the updated stakeholder direction.

Ability Select — Annotated UX → Stakeholder Visual Direction

Annotated UX (1.5) Stakeholder Direction (2)
Drag the handle to compare early UX annotations with stakeholder-driven visual direction.

UX Design: Reframing Faction + Ability as a System

From a UX perspective, I treated this screen as a team composition tool, not just a gallery. The core principles:

  • Hierarchy: Factions and characters at the top, abilities anchored below.
  • Spatial mapping: Abilities are visually tied to the chosen faction.
  • Readability at speed: Typography and groupings that hold up in the last 5 seconds of a countdown.
Mid-fidelity UX layout for updated character selection in XDefiant
Mid-fidelity UX layout: factions grouped into readable rows, large character art on the right, abilities grounded at the bottom as the “commitment” step.

UI Design: Shipping the New Faction Select

Once the UX was stable, the UI team pushed it into a branded, shippable treatment: bold faction typography, clear rarity and lock states, and full-bleed character art. My role here was to protect the UX intent: ensuring that visual flourishes never compromised contrast, focus states, or input affordances.

Final shipped XDefiant faction selection UI with De Rosa
Final shipped faction selection UI — balances large character presentation with a dense but readable grid of factions and abilities.

Playtest Feedback: “Teams Don’t Feel Balanced”

After this version shipped internally, we ran an internal playtest and a pro gamer review. The consistent theme:

  • Teams technically could stack strong abilities, and when they did, the opposing team felt disadvantaged from the lobby onward.
  • Players had low visibility into what their teammates had already chosen. It was easy to double-pick the same powerful ability without realizing it.

In response, design introduced Ability Select Restriction for ranked: every ability can only appear once per team. UX now needed to make that rule obvious, fair, and fast to interpret.

UX for Ability Select Restriction

I approached Ability Select Restriction as a visibility and feedback problem: players should understand, at a glance:

  • Who has locked what
  • What’s still open to choose
  • Why something is blocked

Team Composition as a Live Status Bar

First, I created a Team Composition system — a compact but expressive representation of each player’s state (no pick, character only, character+ability) using consistent iconography and labels.

Team Composition UX panel showing different player selection states
Team Composition UX: each card communicates where a player is in the selection process, so you can scan your team without leaving your own selection.

Faction Groups + Ability Buttons

To keep cognitive load low, I decomposed the restriction state into three simple conditions per faction:

  • Faction open: no abilities taken yet
  • One ability taken: one slot open, one tagged with a teammate’s name
  • Both taken: faction closed for new picks
UX flow showing faction groups and ability button states under restriction
Faction + ability states: open, partially claimed, and fully locked, with player tags on the abilities they chose.

Progression Through States

I then mapped how the screen should evolve as teammates lock in. The focus was on: progressive disclosure (only reveal relevant warnings) and predictable patterns (same visual language for locks everywhere).

Early ability selection state under restriction
Early state – most factions open, no conflicts yet.
Mid ability selection state showing partially claimed factions
Mid state – some factions partially claimed, tags show who owns which ability.
Late ability selection state showing locked factions and abilities
Late state – factions fully locked when both abilities are taken; clear that you must look elsewhere.

UI for Ability Select Restriction

The final UI treatment integrates restriction states into the existing faction-select layout without introducing new visual systems. We reused:

  • Lock iconography that players already knew from character unlocks
  • High-contrast tags to show which teammate owns an ability
  • Consistent positions for team status at the top of the screen
Final UI mock for ability select restriction in XDefiant
Final restriction UI: team status along the top, factions on the left, abilities anchored at the bottom with clear ownership and lock states.

Video: Team Comp + Ability Select in Action

This walkthrough shows the updated team composition bar, ability lockouts, and how the restriction behaves as teammates lock in their picks.

Full interaction flow for team composition and Ability Select Restriction.

Things We Wanted to Add (But Couldn’t Ship)

Team Composition shipped, but the game was shut down around the release of Season 3, before we could finish several adjacent features. These stayed at UX or WIP UI:

Challenge Widget

A small widget that surfaced ability-related challenges on the same screen, so players didn’t need to context-switch to another menu to decide what to bring into a match.

Wireframe for challenge widget UX in the selection flow
UX exploration for a challenge widget tied directly to ability and faction choice.

Skin Selection in the Same Flow

To support monetization goals without harming usability, I explored a lightweight skin selector attached to the character column. The idea was to keep the primary decision (faction + ability) in focus, while making skins a secondary, optional action.

UX layout for inline skin selection in character select
UX for inline skin selection — intentionally framed as a small step after core gameplay choices, not before.

Before / After at a Glance

Original Faction + Ability layout for XDefiant
Original: heavy focus on a single character, less visibility into the team.
Updated faction selection UI focusing on team and faction layout
Updated: structured faction grid, clearer ability presentation, stronger team context.

Impact & What I’d Do Differently

Impact

Even without full rollout of the restriction UI, this work:

  • Gave tech artists and our UI lead a clear framework for how restriction rules would surface in UI
  • Created a shared language (icons, states, team comps) across UX, UI, and gameplay design
  • Helped clarify future-facing decisions around skins, challenges, and ranked-only behavior

What I’d Do Differently

  • Push harder on controller efficiency. I proposed grouping abilities behind factions to reduce the number of “clicks” required to move across the row, especially on controller. In practice this would have turned a long lateral movement into a two-step interaction (select faction, then select from that faction’s ability subgroup), which is more in line with Fitts’s Law and supports faster target acquisition. Stakeholders ultimately preferred the flatter layout; in hindsight I’d bring stronger prototypes and data to that conversation.
  • Move usability testing earlier for the restriction states, so we could validate language and iconography with non-competitive players as well.
  • Explore a lightweight “fairness preview” — some way of indicating team archetypes (e.g., double support, heavy disruption) to help close the loop on the “does this feel balanced?” question.
Designed & Developed with ❤️‍🔥 by Amber Kumar © 2025