Call of Duty : Warzone

Project Overview

UI/UX Journey on Warzone

Warzone’s been through a lot — and so have the teams behind it. I’ve been part of that for three years now, leading UX across live-service updates and future-facing work. As the game shifted, so did the way players used it. Playtests, telemetry, feedback, and even internal friction helped shape what we focused on next.
While Warzone serves as an on-ramp into the larger Call of Duty ecosystem, it’s also its own world — with its own community and expectations. A lot of my work has been about protecting that experience: surfacing usability issues before they escalate, making small accessibility wins add up, and helping the team adjust fast when priorities shift (which they do — often).

Day-to-Day: What That Work Looks Like:


On most days, I’m balancing team leadership with hands-on work. I lead UX strategy, keep projects on track, and make sure the designers on my team are growing — while still jumping into Figma or a feature review when needed.

Collaboration & Meetings:
Every day’s a mix of stand-ups, feature reviews, cross-team syncs, and impromptu debugging sessions when something weird pops up in a playtest. Some meetings are about what’s live now, others are long-lead planning for what’s six months out. A lot of it is reading signals: is this feedback noise, or is it going to become a problem in the next season?

Feature Development & Strategy:
I’ve worked on both shipping features and early planning. That includes figuring out how much UX to scope based on production timelines, working with engineers to adapt mid-sprint, and helping design systems that can handle new game modes without breaking everything that came before.

Team Management & Growth:
Mentorship and career support are baked into the role. I don’t run 1:1s as checklists — they’re conversations about what my designers want to do, what’s getting in their way, and how I can help. Sometimes that’s making space for deep work. Sometimes it’s moving a feature off their plate. Growth doesn’t happen without room to breathe.

Process & Coordination:
A big chunk of my time goes into smoothing out the in-between: where UX hits engineering, where art assets fall through, where production roadmaps overpromise. I help build processes that don’t collapse the second something shifts — because something always does.

My Leadership Philosophy


It’s always evolving, because teams change, games change, and what people need changes. But there are a few things I come back to consistently:

Career Growth through Work
I stay aware of what each designer on my team wants to get better at — not just what’s assigned to them. I try to match people with projects that help them grow, even if that means shifting timelines or reworking ownership. It's not always clean, but it’s worth it when people feel like their work is leading somewhere.

1-1s are for Listening:
Check-ins are built around the designer, not me. I use them to find out what’s really going on — blockers, tensions, the things that don’t get said in the bigger syncs. I take notes, I follow up, and I make sure people know I’m paying attention, because I am.

Proactive Problem-Solving:
If something’s drifting or misaligned, I don’t wait for a retro. I get a few people in a room and figure it out. Whether it's UX, engineering, or production — the faster we talk, the easier it is to fix. It’s rarely dramatic. It just keeps the work moving.

Where I'm Focused Next:


There are a few areas I'm actively pushing forward in my role:

Pulling UX research earlier into dev,
so we’re not reacting late-stage when options are limited.

Cleaning up our documentation and systems
to make onboarding smoother and reduce repeat decisions.

Strengthening UX <> Engineering alignment
especially during feature exploration - less rework, fewer surprises.

Making accessibility a constant
, not a phrase. If a feature isn't usable by a broad range of players, it isn't finished.

Live-service design means building for now and later — and knowing the system you set up this season might be irrelevant by the next. It’s unpredictable, messy, and never static. That’s exactly what makes it worth doing.


Portfolio work by request only

Project Basics

  • Duration: Hired in June 2022 at Raven Software. Continue to work simultaneously on both the Live Services and upcoming releases, starting 2022-Present.
  • What I do: Design Team Management, Roadmapping/Prioritizing, UX/UI Design, Feature Development & Functionality, User Testing/PlayTesting, Wireframes/Prototypes, Design Workshops, Design Systems, File Organization / Templates
  • Programs Used: Figma, Proto Pie, Adobe Suite, Jira, Miro,
  • Cross-Studio Collaboration: Activision Central, Treyarch, Infinity Ward, Sledgehammer, Beenox, High Moon Studios
  • Team Roles: Lead UX/UI Designer (x2), Lead UI Artist, UI/UX Designer, Tech Designers (x4), Associate UI Artist, Associate UX Designer (x2)


Call of Duty: Warzone - Black Ops6 & Upcoming Fall 2025

  • Currently Leading UX/UI Design team in full game development for Warzone - BlackOps6
  • Collaboration and process improvements with System/Gameplay Design
  • Cross-Studio collaboration on game UX/UI updates
  • Collaborating with Production in driving new processes for UX Design
  • Design Project Roadmapping and Timelines
  • Sprint Planning with Engineering & Production
  • Team Management, Career Planning, and Goals

Call of Duty: Warzone MW3

  • Lead UX/UI Design team in full game development for Warzone 2023
  • Collaborated with Systems/Gameplay Design in Player experiences
  • Cross-Studio collaboration on game UI Art updates
  • Developed & Drove new processes for UX Design
  • Collaborated with UI Engineers on HUD development
  • Design Project Roadmapping and Timelines
  • Team Management, Career Planning, and Goals

Call of Duty: Warzone 2.0 MW2

  • Senior UX Designer on multiple in-game and front end elements
  • Coordinated & Drove Design Workshops
  • Created template systems for Figma files

Example Game Features worked on

  • Warzone Playlist - Reworked for BO6
  • Inventory System/HUD - Reworked for MW3 & BO6
  • Squad Widget - QOL updates
  • Perk System/Hud
  • Loadouts/Gunsmith - Reworked for BO6
  • Splash System
  • Buystation - Reworked for BO6
  • End Match Summary - Reworked for BO6
  • Front End Flows
  • Gameplay - Champion's Quest - Reworked for BO6
  • Gameplay - Contracts
  • Gameplay - Strongholds
  • First Time User Experience
  • Progression
  • Front End MTX and Upsell
Video games brought my best friend and I together—now, I get to play it forward.
Call of Duty: Warzone
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