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WWE2k25

wwe-2k25-banner2.jpg

Role:

UX/UI Artist

Responsibilities:

For 2k25, I worked primarily in the game's MyFaction mode, a section of the game that dealt with earning and collecting Wrestler Superstar cards that were tied to your playable wrestlers and their stats. My responsibility was to create visually appealing and intuitive interfaces that enhanced the overall user experience of the game.

While working on 2K25, I also worked in the Live Operations for the MyFaction mode for 2K24. I designed wallpapers, nameplates, and trading card assets for regularly released seasonal rewards utilized for various online modes
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  1. Conceptualization and Design: Collaborating with my art team, we started by conceptualizing the overall look and feel of the UI, considering factors such as the game's theme, genre, and target audience. Together we designed various UI components, including menus, buttons, icons, and HUD elements, keeping in mind the principles of usability and accessibility.
     

  2. Prototyping and Iteration: We created prototypes and mockups to visualize our design ideas and gathered feedback from other department heads. Based on this feedback, we iterated on the designs, refining them to achieve the desired balance between functionality and aesthetics.
     

  3. Asset Creation: Using tools like Adobe Photoshop, Illustrator, Adobe XD, and Figma, we created high-quality assets for the UI, ensuring that they met the technical requirements of the game engine and platform. This involved creating sprites, textures, fonts, and animations that would be used in various UI elements.
     

  4. Integration and Implementation: Once the assets were finalized, I worked closely with the development team to integrate them into the game engine. This involved tasks such as importing assets, setting up animations, implementing UI logic, and ensuring proper scaling and positioning across different screen resolutions and aspect ratios.
     

  5. Localization and Accessibility: WWE 2k25 is built for multiple languages: English, Spanish, German, Italian, French, and Arabic. I collaborated with localization teams to ensure that the UI elements were properly translated and culturally adapted. I also considered accessibility guidelines to make the UI accessible to players with disabilities, such as providing alternative text for visual elements and designing for colorblindness.
     

  6. Testing and Bugfixing: Towards the final stages of the development cycle, I was responsible for playing through different modes in the game and locating any UI continuity errors or difficult edge cases that were causing problematic issues. I also would fix bugs that the QA team identified for various screens. Many of these issues stemmed from Arabic localization, as we needed to create text flows that would read correctly and aesthetically from both right-to-left and left-to-right.  
     

Overall, my work as a UI Artist played a crucial role in shaping the player's interaction with the game, enhancing its visual appeal, usability, and immersive experience. Through my creativity, attention to detail, and collaborative spirit, I contributed to the success of the game's release on March 14, 2025.

Selected Work

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