Designing navigation and accessibility for Call of Duty players

Designing navigation and accessibility for Call of Duty players

ACTIVISION BLIZZARD
ROLE

UI/UX Design Intern

TIMELINE

12 weeks (Jun-Sept 2024)

SKILLS

User Research
Interaction Design
Visual Design
Design Systems
Interactive Prototyping
Playtest - Usability testing

TOOLS

Figma
Adobe Creative Suite

OVERVIEW

Summer 2024, I joined the UI/UX team at Activision - Raven Software to work on Call of Duty: Warzone, the free-to-play battle royale mode. My projects ranged from match setup and onboarding to in-game core screens.

Here are some brief videos if you’re interested in seeing the product I was working on, released October 2024:

CoD BlackOps6 (Call of Duty: Black Ops 6 Is the Best-Selling Game of 2024 in the U.S)

GRATEFUL FOR MY 1ST AAA GAME CREDIT!!🤩
🔒 My projects are currently confidential. While I’m unable to share all the details of the data and design publicly, you can read the high-level details below or full details in this locked page. 
🔒 My projects are currently confidential. While I’m unable to share all the details of the data and design publicly, you can read the high-level details below or full details in this locked page. 
REFLECTIONS

I started off as someone who has never played video games…

To best prepare for the job, I immersed myself in our product— all types of games

I delivered a total of 4 projects in an accelerated 12-week internship. Like any good quest, my journey came with its challenges, especially as I navigated a new field. These roadblocks turned into valuable learnings, pushing me to grow as a designer.

PROJECT 1 - "SPECTATING SCREEN REDESIGN"

Adapting UX methods under confidentiality 🔒

Working under strict NDAs meant I couldn’t conduct broad user testing, so I adapted with scrappy, creative methods to gather insights within those limits.

By learning from experienced designers and refining my own UX process, I led workshops and internal playtests with QA and gamers to uncover player behaviors that directly informed my design decisions.

PROJECT 2 - ONBOARDING INTO NEW MATCH WITH EASE

Streamline user flows while accounting for edge cases 🛠️

I streamlined the queuing flow to reduce friction and clicks, creating a smoother experience for players joining new matches. Through user stories and journey mapping, I addressed 6 key scenarios and edge cases across 5 core modes and 4 type of team sizes, shaping clear documentation for engineering handoff.

PROJECT 3 - PERKS DISCOVERY

Optimize designs for scalability and minimal overload 🧩

With 15+ perks in the game and new ones added each season, I designed a scalable system that balances clarity and growth. Players can explore the full set outside matches and quickly reference active perks in-game through a dedicated tab, ensuring understanding without overload.

PROJECT 4 - ACCESSIBILITY FEATURE FOR BLIND PLAYERS

Assess & prioritize feature’s impact 🎯

Learning that nearly 40% of Call of Duty players have some form of disability, I initiated a passion project to explore accessibility for visually impaired players.

After consulting with accessibility experts, I focused on urgent areas: map navigation and weapon selection, then work with audio engineers and QA testers to design solutions using audio cues, narration, and controller haptics to improve gameplay.

Due to NDA restrictions, I can't share detailed progress or final outcomes of these projects here. For more information, please feel free to email or send me a note directly! ☻

MAIN TAKEAWAYS (AMONG HUNDREDS)...

🧠

Don't overthink, start with the scrappiest design

When first started exploring gameplay mechanics, I got lost in endless research and felt overwhelmed by the new design system. A mentor reminded me to take a step back—start small, test rapidly.

🧠

Don't overthink, start with the scrappiest design

When first started exploring gameplay mechanics, I got lost in endless research and felt overwhelmed by the new design system. A mentor reminded me to take a step back—start small, test rapidly.

🤍

Be proactive and communicate

With an open-ended brief, I took the initiative to reach out to all stakeholders. By gathering feedback, I was able to clarify the scope and pinpoint key issues. It’s important to stay curious and ask the right questions to move a project forward.

🤍

Be proactive and communicate

With an open-ended brief, I took the initiative to reach out to all stakeholders. By gathering feedback, I was able to clarify the scope and pinpoint key issues. It’s important to stay curious and ask the right questions to move a project forward.

🏞️

UX isn’t just designing visuals

Working on initial projects taught me to look at the bigger picture—focusing on mechanics and consistency cross-studios, not just the visuals. This was crucial in my next projects, where I considered keybinds, haptics, and audio into my solution.

SENDING LOVE 💙

A huge thank you to Alicia Schepis, Paul Hwang (my manager and mentor), the entire UI/UX team, and my fellow interns at Raven for all your guidance and support! Coming in, I’m not a big gamer and had never worked on something as large as CoD—but everyone was so welcoming and patient in answering my questions. My projects wouldn’t have been the same without you

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