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CHANCELLOR GARDINER
Rogue Company UI UX
Rogue Company is a multi-platform Third-Person Hero Shooter
At Rogue Company, I worked as a UI/UX Designer on projects of varying fidelity. I designed marketing assets from scratch to polish, developed wireframes for screens in Figma, and prototyped front end UI/UX for multiple platforms, including PC, Console, and Mobile. I worked in cadence with monthly patches and was responsible for managing my tasks, updating team members on project status, and organizing work for other team members to keep work in-scope. I managed the UI, UX, and branding asset libraries, as well as documented my work for developers and marketers to use. I was also put on a small dedicated design team to prototype and develop internal projects. In this role, I worked directly with peers across multiple departments on a decentralized team in a fast-paced enviroment. I used wireframes to mock up in-game HUDs and designed user flows for out-of-game systems in Figma. I then take my designs and build them into blueprint widgets in Unreal Engine using visual scripting and proper implementation of visual assets.
Work
Wireframes + Visuals
Queue Select
Queue select is an important touch point to keep players in-app playing the game. Our key goals were to dynamically display gamemodes, create an enticing reward track, and highlight limited time modes.
I kept the grid simple so designers could update the queue list freely, gamemode's have to be manually unlocked by the player so they get a reward for a physical action, and the limited time modes are organized in a seperate section with a unique UI color.
Mail Center
The Mail Center is the cornerstone of dev to player communication. It's a way for devs to directly guide players to specific screens. It was important to give the player clear feedback if a letter had a reward or had already been claimed.
Miscellaneous
Rogue HUD UI
Each character in Rogue Company has their own unique abilities that need custom UI feedback. I worked on designing UI feedback for the Rogue's Glimpse, Juke, and ViVi. I designed the UI in Figma and built it out with a programmer in Unreal Engine.
Glimpse
Glimpse has three core UI Elements
  1. Stealth meter that shows duration and cast cost
  2. Stealth level displayed near the reticle
  3. Sonar detection arrows that point towards nearby enemies


Juke
Juke's kit combines rechargable dashes with placable sentry turrets.
  1. in-world icons sit above the player's turrets. This icon tells the player when the turret enters combat and when it dies.
  2. The blue pips underneath the reticle give the player quick feedback about how many dashes they currently have.


ViVi
ViVi's kit is simple, so I focused on making UI that matched the big personality of ViVi.
  1. ViVi's ability gives all allies in range a heal and movement speed buff. I created pink eletric VFX that pulse around the player's screen to help the player feel "the hype" of the music.
  2. ViVi has custom UI of her "concert's front row". The front row shows all allies in range of ViVi's abilities.
Icon Library
I designed and managed Rogue Company's large icon library. This includes icons for weapons, emotes, cosmetics, and abilities
Battlepass Marketing
I developed marketing identity and designed assets to be used across multiple screens, sizes, and widgets. Each battlepass recieves it's own emblem, banner, and background scene.
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