Ubisoft's XDefiant:
UX Design for a Live Service FPS
Select features I contributed to as the UX designer on XDefiant, including accessibility, ability selection, ecommerce, monetization, and large-scale retention.
XDefiant was a first-person shooter that had iconic characters from Ubisoft's IPs as player characters.
Within 3 hours of XDefiant's launch, we hit 1 million active players, which is still considered one of Ubisoft's most successful releases.
Games are never a solo endeavor, and this was no exception. I worked on the UI team at XDefiant, and my cohort was comprised of incredibly talented people. You will see mentions of them in the projects below.
- Nat Dart - Lead UI Artist
- Brigitta Blair - UI Artist II
- Geoffrey Brege - UI Artist II
- Joshua Hefner- UI Artist
- Chanelle Fitzgerald- UI Artist
- & Me, Amber Kumar - Lead UX Designer
All behind-the-scenes content is post-sunset reconstruction and remains compliant with the NDA.
XDefiant: Ability Select Restriction
I designed the UX that prevents players from picking duplicate abilities during pre-match setup. My work focused on clarity, error states, and making the restriction feel clean and readable inside a very fast-paced flow.
XDefiant: Store UX
I worked on the UX for the in-game store, reorganizing layouts and simplifying the browsing experience. I focused on navigation, item hierarchy, and localization-ready components that could scale with new content drops.
Xdefiant: Daily Login
I designed a daily-login reward feature to support retention. I mapped the flow, built the UX, and coordinated with art and MTX to make it fit cleanly into the existing system.
XDefiant: The Lobby
I explored a cleaner lobby layout that made key info easier to find and reduced visual noise. I redesigned the hierarchy, modular pieces, and core interactions to make future features easier to plug in.
Coming Soon
XDefiant: Prestige