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Intuitive Design | Clear Visual Clues

Anything with a well loved predecessor needs design to focus on innovation while staying true to the source. Users wanSmite 2 is a third person MOBA built in UE5. As a part of the UX team I directly designed and implemented systems along with the rest of the team.

1

Boutique Character Systems

The original Smite suffered from having abilities where the UI was inconsistent and inefficient. In these designs, priority was to make clear resource management while infusing as much unique theming into it as possible.

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2

Implementing a new ability quick view within gameplay

Established a to help reduce the games reliance on player recency memory. This quick view of abilities was aimed to provide more digestible ability descriptions that new players or players fresh to a new character could get a quick look while in game. Animations and highlights added to make the locked, upgraded, or upgradable abilities clear with a quick look.

Kam Seidl 2025

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