Reducing cognitive load in Drop Zone by prioritizing objective, reward, and status information across HUD, diegetic UI, and existing interaction patterns.
Responsibilities
As the sole UX designer for the feature, I owned wireframes and UX documentation, collaborated with game designers to align on design pillars and gameplay requirements, worked with engineers to understand technical constraints, and iterated based on feedback from the UX director.
Drop Zone shipped as part of Call of Duty: Mobile’s multiplayer content












