Splitgate 2: UI

Main Menu Showcase
- Largely contributed to Main Menu, Battle Pass, Progression, Events, Playlist, Custom Lobby, and Comms Wheel Screen. Screens utilizes Common UI widgets for buttons and tiles for a consistent look and reusability.

Layout of the Main Menu presented multiple challenges. There was a lot of back and forth on how much information we want on screen vs a more clean vista look. My contributions were creating the Daily Panel, Battle Pass Banner, and Play Button.

Layout of the Main Menu presented multiple challenges. There was a lot of back and forth on how much information we want on screen vs a more clean vista look. My contributions were creating the Daily Panel, Battle Pass Banner, and Play Button.

I worked closely with Visual Design to create the layout of the purchase screen which animates and highlights different passes.

Battle pass reward tiles have multiple states and item types. The main challenge was having two tiers pass (Free and Premium Pass) be represented in one horizontal row which could also be locked by currency and page gated.

Battle pass reward tiles have multiple states and item types. The main challenge was having two tiers pass (Free and Premium Pass) be represented in one horizontal row which could also be locked by currency and page gated.

Battle Pass screen expands on the usage of a common tile with an addition of name slots for the HUB and reward screens. These tiles have multiple button states:  default, premium, and locked by time.

Battle Pass screen expands on the usage of a common tile with an addition of name slots for the HUB and reward screens. These tiles have multiple button states: default, premium, and locked by time.

Creator Event and Launch Celebrations. I worked directly with Product Management to come up with a way to showcase multiple teams that the community could join to side with Streamers and earn rewards.

Post Match progression displays all the progress players gain for their equipment and challenges during a match. To emphasize the importance of each beat, I animated progress going up individually and called on the next sequence in order.

I was largely responsible for implementing the challenge screen. For the claim animation, I team up with Charles-Etienne to establish an effect that would be used globally. The visuals and widgets for the challenges are reused in multiple places.

Progression Rewards that are automatically unlocked in the player's loadout once they reach a certain level. Tiles here are also using our common UI widget for the same visual look.

Progression Rewards that are automatically unlocked in the player's loadout once they reach a certain level. Tiles here are also using our common UI widget for the same visual look.

Playlist tiles are made using our common tile. It is built to be able to support multiple dimension on a grid. 1x1, 2x1, 3x2, 2x2, etc.

Playlist tiles are made using our common tile. It is built to be able to support multiple dimension on a grid. 1x1, 2x1, 3x2, 2x2, etc.

In Match Gameplay. Worked on Countdown Intro, Scoreboards, and Level Up Banners.

Scoreboard was created with different modes in mind. The goal was create a master scoreboard which would support different layouts depending on the game type.  Free for all, 2 Teams, or Multi Teams.

Scoreboard was created with different modes in mind. The goal was create a master scoreboard which would support different layouts depending on the game type. Free for all, 2 Teams, or Multi Teams.

Scoreboard Multiteam

Match Intro Countdown shows multiple elements depending on the match status. Here we have a countdown for Starting Match, Sudden Death with No Respawn, and Start Match in Attack and Defense, and Sudden Death in Attack and Defense.

HUD Level Up Banners were created for the 3 different factions and weapon types. They feature a faction or a weapon along with the level they reach.

HUD Level Up Banners were created for the 3 different factions and weapon types. They feature a faction or a weapon along with the level they reach.

Custom Lobby

Custom Lobby

Created multiple UI menus utilizing UI material lab, SDF workflow, blueprints, and materials with a team of visual designers and engineers for SplitGate 2 (2025). Heavy usage of modular common tiles, widgets, and materials reused around the game.

Contributors:
UI Director: Jean-Sebastian Day
UX Director: Sydney Terris
UI Engineer Director: Russell Hawkins, Joel Daignault
Producer: Brandon Riback
UI Art:
Piotr Kopertowski
https://www.artstation.com/piotrkopertowski
Omer Younas
https://www.artstation.com/geistunit
Andrea Gennari
https://www.artstation.com/andrea_gennari

UX: Madison Calvert

UI Technical Art:
Charles-Etienne Gouin
https://www.artstation.com/warpspeedzero
Christian Cipriano

UI Engineer: Mario Gutierrez, Kevin Barrington, Parker Levin, Iannis Palaczkos

Date
June 17, 2025