

Technical UI Designer
*Due to Battlefield 6 being an unreleased game, I cannot share pictures or videos at this time.
My Role on Battlefield 6
As part of the Meta team on Battlefield 6, I’m responsible for implementing the UI for our progression and metagame features from wireframe to shippable product.
My responsibilities include:
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Creating technical implementation plans from feature designs and criteria specs
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Breaking down UX wireframes and UI art targets for implementation
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Implementation of UI Views and View Models using visual script and layout tools
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Translating complex UI Motion targets from ex: After Effects or Adobe Animate into functional and perfomant UI animations using timelines and visual scripting
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Designing UI to Code interfaces in close collaboration with UI Engineers
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Debugging visual script, using various methods as well as running performance profiling tests to identify and fix performance issues
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Creating UI to Environment (3D) interfaces for smooth comminucation between dimensions
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Heavy cross-dicipline collaboration
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Knowledge sharing and documenting new findings and best practises
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Perfoming peer reviews
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Creating test cases that allows for easy testing now and in the future
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Contribute to our "component library" that drives stability, modularity and minimizes upkeep
My Features
Some of the revealed features I’ve worked on include:
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Challenges
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Log-In Queues
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Top Squad (End of Round)
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Top Players (End of Round)
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Your Squad (End of Round)
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Challenges (End of Round)
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...and additional unrevealed features
Working as a Technical UI Designer at DICE
Being a Technical UI Designer at DICE means collaborating with a wide range of crafts: UI Engineers, Game Designers, UX Designers, UI Artists, Audio Designers, Producers, and QV. All with the goal of building the best possible UI for our games. But most of all I collaborate with other Technical UI Designers to uphold a consistent quality throughout the game. ​
My Workflow & Process
My work on a feature usually begins with a written design and a UX wireframe. Before diving into the engine, I like to sketch out rough implementation ideas, data structures, and try to identify edge cases in the design. When designing UI solutions I usually try to follow the MVVM (Model, View, View Model) principle. To allow clean and modular systems. At this stage I also work closely with an UI Engineer to decide:
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What logic should live in code vs. script (flexibility vs. performance)
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What the code-to-script interface should look like
From there I jump into engine and build a functional layout, usually by creating mock data to enable early testing and fast iteration even before full code support is ready, which then can seamlessly slot in. This helps ensure robust, well-implemented features from the start while unblocking myself from dependencies.
Scalability & Modularity
To maintain long-term quality through shipping and live service, I try to think modular when applicable. In practice that means I work to break down each part of the feature into smaller dynamic components that can be reused across multiple features, ultimately creating a flexible component library that allows me to:
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Reduce boilerplate UI widgets and logic
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Speed up feature development
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Improve maintainability and testing
Small Wins, Low Fruit
Working on a large-scale AAA FPS, has taught me the importance of thorough testing and attention to detail.
One of my favorite parts of my work is to find small wins and low-hanging fruit, I’m always looking for:
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Small performance wins
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UX improvements
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Opportunities to polish details
These small improvements can have a big impact over time.
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UI Animation & Visual Polish
I also enjoy working on UI animation and art polish, whether starting from a UI Artist’s motion target or collaborating to define the feel and purpose of an animation.
While animation needs to look good and feel intuitive, performance is critical.
Which is why we make sure to:
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Profile performance regularly
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Create and follow best practices
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Optimize for tight performance margins (especially UI near gameplay)
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Manage texture memory and avoid runtime spikes
I take pride in being both effective and detail-focused, contributing UI that is not only functional but scalable, polished, and player-focused.
My Role on the Battlefield
The role involves creating Technical Designs from wire-frames & feature briefs and implementing them from concept to shipped product. That includes functionality, art polish, UI Animation, optimization and more.
During my years at DICE I've grown very fond of UI development. I specifically enjoy the technical breadth of my role and the psychological depth of being involved in UX decisions. I have been responsible for implementing UI for our progression and meta-game features. These are some of my daily responsibilities:
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Creating technical designs detailing data and widget structure by breaking down feature briefs and wire-frames into concrete implementation plans. Often in collaboration with with Game Designers, UX Designers, UI Artists & UI Engineers.
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Implementing technical designs utilizing rapid iteration to validate and improve designs. While always thinking forward making sure the feature is live-service ready, meaning it's robust and easy to build upon. Breaking logic and visuals down into modular components where possible. And trying to keep it structured, simple and readable.
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Art Polish & UI Animation with a focus on keeping it pixel perfect and performant by translating complex UI motion targets from an external software or video into in-game animations using timelines & visual scripting. Running performance profiling and a tight feedback loop with UI Artists to make sure they run, look and feel like they should.
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Ensuring best practices are followed through consistent peer reviews, knowledge sharing and documentation.
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Improving workflows through creating test cases and test levels that allow for easy and automated testing, coming with ideas of how to improve our current tools and elevating any new tech or tool needs.
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Being very active in our Component Library by contributing with logic prefabs, widgets and animations. Which allows the team to effectively build new elements and reduce boilerplate.
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Continually evaluating UI in terms of user experience, implementation and visuals by providing and opening up for feedback, there is always something to improve.
Features I've worked on include:
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Challenges (Owner)
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Top Squad (End of Round) (Owner)
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Top Players (End of Round) (Owner)
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Your Squad (End of Round) (Owner)
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Challenges (End of Round) (Owner)
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Battle Pass (End of Round) (Owner)
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Dog Tag Collection (Owner)
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XP Boosts (Owner)
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Log-In Queues (Owner)
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Pause Menu (Single Player) (Owner)
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Battle Pass (Collaborator)
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Pause Menu (Multiplayer) (Collaborator)
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Player Profile (Collaborator)
And more upcoming...
Show reel in progress...
