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Rainbow Six Siege

At Ubisoft, I contributed to the long-term evolution of Rainbow Six Siege, designing UI for seasonal releases, new features, and live-service updates. Over six years, I played a key role in two major full-game UI redesigns, adapting the interface to shifting player expectations, market trends, and product strategy.
2019 - 2025
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Client
Ubisoft Barcelona

Tools Used
- Adobe Creative Suite
- Figma
- Anvil
- 3D Studio Max
- Miro
- Confluence

Industry
Games



In a long-running live-service environment, I led UI design across multiple features, mentored a team of 5 UI artists, and worked closely with Ubisoft Montreal HQ to balance creative direction, system-level UX decisions, evolving player expectations, market trends, and technical constraints.


Beyond seasonal content and day-to-day problem solving, one of the biggest challenges was redesigning the entire UI twice. The first phase focused on creating a more esports-oriented visual style to reach a broader audience, moving toward a cleaner, more readable

interface inspired by modern competitive titles. This supported the game’s strategic shift from PEGI 18 to PEGI 16 by reducing visual intensity and explicit violence, while improving clarity, accessibility, scalability, and consistency across an expanding feature set.

The second phase was return to tactical identity for the 10th anniversary of the game(Rainbow Six X). Following community feedback, the direction shifted again: Players requested a darker, more tactical and military tone. The UI was redesigned to better reflect the franchise’s core identity.

Reinforced visual hierarchy, tone, and immersion. Balanced modern usability with franchise authenticity. The outcome was a stronger alignment between UI, brand identity, and player expectations after 10+ years of live evolution.


Elite Dangerous
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