The Division 2

UI Technical Artist at Massive Entertainment

 
 
 

I joined Massive Entertainment during pre-production for The Division 2 and stayed with the studio until the launch of the year 1 expansion Warlords of New York. At Massive I was one of several UI Technical Artists working on everything from mission systems and other gameplay related UI to some shaders such as the chromatic aberration used when Hunters attack. UI Technical Artists at Massive almost exclusively work in the Snowdrop engine developed by Massive.

 

I contributed to the Named Zone AR screen that showed up between zones in the game world. These in world screens contained information about the zone. Also shown in this video is the “quest log” which tracked things like Accommodations and Projects which was developed by me and a small handful of developers during our post launch strike team phase.

 

The Megamap is probably one of the most iconic pieces of UI in The Division. It was a shared responsibility of almost the entire UI team. I worked on systems for constructing and displaying the correct icons on the map as well as much of the flat UI shown on screen.

 
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