The Battle Pass was a new design meant to reward players for their playtime and give progression elements to a game already live for a few years.
The idea was also to use the Battlepass as one important element to tell the lore of Rainbow Six Siege to our community. Through its items, story and short films, players would be able to get a better understanding of the constantly evolving universe of Siege.
OPERATORS ALBUMDuring Year 4, the amount of operators in-game reached a point where we had to revamp how to showcase them in game. As we believe operators and their sides are the essence of the game, we also took the opportunity to reinforce the split between attackers and defenders.
The main goal was to emphasize the operators, real heroes of Siege.
As of this moment, their faces were displayed in menus.
Another goal was to simplify the operator acquisition that was previously a really long flow, calculations per CTUs and was making it quite impossible to compare them.
We did a lot of user testing for this update as it was an important part of the game that we were updating and some of the early concepts we came with were pushed or updated quite a lot.
I've been working on parts of the Player through time:
The messaging for this new player HUB as well as the dynamic play button and the way to display events in a second time.
The button was meant to give comfort to players re-launching the same playlists quite every time by keeping memory of the last one played.
Emotes, Uniforms and Elite Skins
Addition of uniform and Elite Uniforms items in the Shop.
Also had to be reflected in Operators Equipment flows where uniform and headgear were tied together so the flow should explain it correctly to the players.
Thank you for reading!