H1Z1: King of the Kill
Crafting had to improve inside the old build.
Players switched between Inventory and Crafting during matches. A full rebuild could destabilize the live game, so we scoped a phased pass.
Improve the loop without rebuilding it
Crafting required constant switching between Inventory and Crafting. Ingredient feedback was unclear, and visual clutter slowed decisions during competitive matches.
Crafting had to improve inside code inherited from Just Survive. A full rebuild could destabilize the live game, so I led a discovery workshop with engineers, UI designers, producers, and professional and casual players.
We aligned on a phased pass: clarify the interface within the existing architecture, then scope a deeper Inventory and Crafting merge.
Design for the controller
The console experience needed controller-native navigation and HUD elements that remained legible at TV viewing distance.
I redesigned inventory, crafting, and combat menus around d-pad and thumbstick navigation, introduced radial access, and increased icon size and contrast while preserving interaction speed.
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