This particular project required a lot of work in a lot of different areas because the UX for Dreadnought needed to be completely re-architected from the ground up. Game features were not very accessible and the overall experience left a lot to be desired. The first step involved hiring a team of UI/UX designers and developers which was done during active development of the new UI. At our peak we had 20 developers on the UI team.
Along with building the team from scratch we needed processes and protocols for developing UI at Six Foot. Once those were established we moved on to creating a style guide for all of the visuals and user interactions. This involved generating mood boards, wireframes, flowcharts, and a whole lot of mock-ups.
While the visual side of things was advancing I also directed the architecture and framework development for the new UI which was built using the Unreal Engine and it's UMG system. The framework allowed us to build new user flows in a fraction of the time it would have taken had we used the existing framework. This sped up development and allowed us to create an entirely new experience from nothing in around 7 months.