Overview
Last Flag is a competitive PvP capture-the-flag shooter. I owned the end-to-end UX for 10+ features, including HUD elements, social systems, lobbies, post-match statistics, player profiles, character customisation, notifications and settings.
I worked closely with the game director, technical director, production, designers and artists to design a cohesive experience in a fast-moving environment where the feature list was constantly evolving.
Information Architecture
Pre-match Flow (Home, Play, Lobbies, Character Selection)
Top Navigation (Contestants, Sponsor, Store, Community)
Contestants (Info, Abilities, Customization)
HUD Elements (Activity Feed, Text Chat, Ping Wheel, Ping)
Lobbies
Custom Lobbies
Contestant Abilities
Achievements
Character Selection
Post-Match Stats
Process
Designing interconnected systems in a shifting environment
Each feature went through several rounds of iteration, reviewed by product, engineering and design leadership. Weekly user testing, both internal and external, meant decisions were validated early and adjusted based on real player behaviour.
Feedback also meant that requirements evolved over time. For example, the Social panel started as just a friend management system, and then later expanded to include Parties and other features like player blocklists. Each change had to work within the existing structure without breaking consistency elsewhere.
To manage this, I established shared interaction patterns and structural rules early, so when requirements shifted, the system could absorb changes without needing to rethink every decision from scratch.
I prepared handover documents for the UI artists and engineers so they had a clear direction for implementation.
Social panel iteration