War Robots: Frontiers

Team: UX/UI Designers & Artists (Roma Leontyev, Dmitriy Solonets, Aleksei Kovalev, Andrey Gonchar, Alexey Eremin); Animators (Fedor Novoselov, Maria Alaeva); Tech UI (Aleksey Zavada)

Position: Director of UX & UI

Project: War Robots: Frontiers
Duration:
2024 - 2025
Platform(s): PS4&5, Xbox One, Xbox Series X|S, PC
Tool(s): Unreal Engine 5, Figma


Introduction:

War Robots: Frontiers is a free-to-play, online multiplayer PvP mech shooter emphasizing competitive balance and long-term engagement.

As Director of UX & UI, I led the end-to-end player experience redesign, focusing on onboarding, accessibility, social features, monetization, and cross-platform usability to drive retention in a live-service title.


Challenge

How Might We Overhaul a Complex Meta UX for Cross-Platform Success?

Nine months pre-launch, user research revealed critical risks in the five-year-old Meta UX (progression and customization system). High cognitive load from non-linear robot assembly flows caused frustration and early drop-off, while inconsistent visuals eroded brand cohesion across PC and console.

Key pain points:

  • Non-Linear Flows: Dense builder process led to decision paralysis and 30%+ abandonment in onboarding.

  • Platform Fragmentation: Input-agnostic design lacking, hindering controller (console) and keyboard/mouse (PC) efficiency.

  • Metrics: Elevated frustration scores; disjointed IA impacting retention.


Approach

Data-Informed Simplification and Scalability

I drove a rapid diagnostic-to-validation sprint, prioritizing linear interactions and a unified design system to reduce load while ensuring cross-platform harmony.

  1. Diagnosis & Core Redesign: Analyzed playtest data to pinpoint builder flow as the bottleneck. Introduced linear progression: sequential assembly steps to guide users intuitively.

  2. Cross-Platform Guidelines: Created input-agnostic prototypes supporting focus-based nav for controllers and precise selection for PC.

  3. Team Alignment: Led workshops educating devs, artists, and engineers on UX principles, fostering user-centric collaboration.

  4. Iteration Cycle: Guerrilla tests with internal teams refined prototypes pre-production.

Key Deliverables

  • Proto-Personas & Journeys: "Casual Mech Pilot" (seeks quick wins) vs. "Competitive Builder" (deep customization).

  • Wireframes & Prototypes: Low-fi sketches evolved to interactive Figma prototypes for builder overhaul. Emphasized modular components for scalability.

  • Design System in Figma: Comprehensive library with sci-fi-themed components, styles, and guidelines. Standardized handoffs, reducing rework by 40%.

  • Interaction Guidelines: Documented focus nav for consoles; validated via playtests


Results

The redesign launched successfully across platforms, transforming Meta UX into a retention engine:

  • Usability Gains: Linear flows cut onboarding abandonment by 25%; frustration scores dropped 35%.

  • Launch Impact: Seamless cross-play debut; clearer data streams informed post-launch roadmaps, boosting DAU by 18% in beta.

  • Team Efficiency: Design system accelerated iterations, cutting technical debt and enabling live-service scaling.

Soft-launched in March 2025; ongoing analytics guide feature prioritization.


Data-Informed Product Strategy:

Post-launch, the Director Group utilized the clearer data streams from the streamlined system to inform both short-term (bug/issue fixing) and long-term roadmaps focused on user retention and new feature development, ensuring the product's continued growth as a live service.

Next Steps:

AI-driven personalization for builder recommendations.

View on Steam



Thanks for reading!

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