top of page
Screenshot 2024-03-21 170450.png

Company of Heroes 3

Company of Heroes 3 is a large franchise with a long history, complex historical sensitivities and a complex RTS style interface.

I spearheaded a monumental effort to improve COH3s entire front end interface and user experience in less than 5 months. The results were positive for both player and developer with undeniable results.

This reskin and UX overhaul was released in 1.4 Steel Shepard, December 5th of 2023. Myself and a small team of UX specialists developed a massive overhaul library for this improvement, working on nearly 40 major screens to bring life and a mature art style to the franchise. I led large portions of the rework providing art direction, UX concepts and creating an accessibly style library with a guide for supporting the team.

The full visual overhaul of the front page of COH3

Main Menu - New 1.png

The old front page

Main Menu 1.png
Planning Stages

The franchise had strayed from a mature art style into something more rushed, using bulky and aggressive textures that frequently distracted from the content of pages.

Upon finding the game in a state of identity disarray, I broke down several different styles of UI the game was hosting through it's development legacy that had ended up in the launched product. This meant huge variations in style, from minimalist modern to a gritty textured film canister décor. This style guide convinced the team that change was going to be necessary- and very worthwhile.

FEStyleArtboard 94 copy 10.png
FEStyleArtboard 9 copy.png
FEStyleArtboard 94 copy 13.png
FEStyleArtboard 94 copy 15.png

Developing a New Visual Language

The first order of business was to develop a precise style that spoke to the games heritage in a more cinematic way. Then the interface could begin to be populated and normalized in style and UX.

My direction focused on more subtle textures that gave a sense of tactility, cleaner UX navigation and a general alignment of styles across 50+ screens of the front end. My styleguide informed button states, window types and asset libraries that could then be used by the team wherever necessary, all created in Figma for rapid prototype approval.

Hundreds of assets were made over the following 6 weeks.

Group 778_edited.png
Tile.png
Social Buttons.png
Challenge Modal.png
american 1.png
British 1.png
German 1.png
DAK 1.png
Need Art Sign-off_edited.png
Battlegroup.png

Some screens served as first tests with the new style, proving to be a good direction for the project overall.

Lobby - Faction Select - New.png

Modular Creation for Fast Changes

With a matured style established, and using Figma to quickly propagate many different states of widgets, I could fill out screens efficiently with confidence that items would match in an appealing way across dozens of screens. Hundreds of assets were ready to apply to screens within 2 months with a cohesive look.

The remaining months were spent filling out screens with implementation help from technical designers, Input from game designers and a fluid responsible balance of UX design and UI art.

Before
Main Menu 1.png
Skirmish.png
Lobby - Map Select.png
2a. My Profile - Overview.png
Online.png

After
Main Menu - New 1.png
Skirmish - New.png
Map Selection New.png
Player Profile.png
Settings - New.png

UX in Gameplay

This iteration process also helped identify major mechanics that had been poorly explained to players, and outdated systems now being shown in the UI inaccurately. I took measures to breakdown these systems, involve gameplay designers to recreate them in a way that better reflected the games final intentions.

FEStyleArtboard 94 copy 13.png

Before
image 55.png
image 89.png
FEStyleArtboard 94 copy 15.png

After
Unit Requisition.png
Mission Briefing (1).png

Live Services

After positive reception of 1.4, the art direction of the game was finally clear in its future identity. Assets appropriate to the game could be made for live services easily, with a clear aesthetic and marketability for players. These were used as profile badges and backing banners to give players a sense of identity, as well as support community engagement events.

Continuing to provide and develop future screen UI/UX support is now a much easier process for COH3 thanks to planning, styleguides and modular libraries.

canadian.png
Player_Pioneer_Badge256x256.png
grenadier.png
tommy.png
partisan.png
Player_German_Badge256x256.png
bersaglieri.png
Player_Charge_Badge256x256.png
churchill.png
Player_Rifleman_Badge256x256.png
Player_Banner_Cover1220x120.png
Player_Banner_Gunner1220x120.png
Player_Banner_Plane1220x120.png
Player_Banner_Tank1220x120.png
bottom of page