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World of Warcraft

Role: UI Engineer

For World of Warcraft's 'Midnight' expansion, I was tasked as the UI engineer to help refresh the game's 'transmog' system. This system is what lets players visually change the appearance of the armor and weapons on their characters. This refresh tied appearances to outfits that players set up, and added a new aspect called 'situations', which was a series of states that a player sets on each outfit to have the game know to automatically change a character into it when matched.

Earlier in 'The War Within' expansion, one of the main updates that the game saw was to the character selection screen that players see when first launching the game. I was the main UI engineer responsible for this, which included visual refreshes on much of the existing UI, as well as supporting the ability for players to organize their characters into groups and have them viewable together in changeable locations.

Taking another step back to the 'Dragonflight' expansion, I had the opportunity from the UI engineering side to architect and help introduce a ping system to World of Warcraft, allowing players to quickly make callouts to each other without requiring voice or text chat to do so. This was also an accessibility feature, allowing players who may be unable to communicate to their team members through those previously existing avenues a way to still make those callouts.

Outside of that, some of the other UI areas that I have helped contribute towards during my time on the project include reskinning portions of the game's 'unit frames', color picker accessibility settings, and travel system updates to the game's 'flight master' UI.

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