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FPS Design project

For this project, I focused on the modern first-person shooter genre. Utilizing both my design and art skills to create an intuitive prototype and then finalizing my design into full fidelity mockups.


Achievement tags created in photoshop.

Design process

I follow a 4-phase design process consisting of researching, defining, exploring, and creating.

Research involves product and user research such as competitive analysis.

Defining, I define a problem statement and possible solutions, creating design pillars to support the needs of my personas.   

Exploration consists of crafting prototypes, mind maps, and different components in mid-infidelity.

Creating is where I establish the aesthetic by polishing my designs and assets into full-fidelity mockups.



I started with a competitive analysis of popular games within the genre like Call of Duty Moder Warfare 2 (2022 release) and Battlefield 2042 (2021 release). I also looked at games such as Fortnight, Destiny 2, and Rocket League due to their focus on community.

The consistency I found focused on prioritizing information, customization, and appealing to a wider range of player types.



From the information I collected, I created 3 personas that best represented the player base for the FPS genera.

  1. Persona 1, The competitor, represented the highly competitive player base and Esports league. Motivated by challenges with a demand for ranking.           

  2. Persona 2, The Socialite, represented the portion of the community utilizing the game for its social features. Motivated by ways to connect with others through gameplay.                                                                                                                                                                                                

  3. Persona 3, The Family Man, represented a more passive player base, using the game to unwind in solo play or bond with their relatives. Motivated by customization and immiseration.

Design pillars

With my research, personas, and affinity chart, I constructed 4 design pillars that I felt best upheld the values of the players.

  1. No man left behind: Having a wide variety of gameplay options such as modes, multiplayer, solo, difficulty settings, and filters. Inclusive of players with different play styles and confidence levels, having the power to decide what and how much.                                                                                                                        

  2. Player Customization: Players can earn and display a wide range of awards and collectibles on their profile and equipment. Supporting more personalization and accessibility with a flexible range of settings.                                                                                                                                                                                              

  3. Even ground: Progression should be cohesive and balanced, giving the underdog a hand or the veteran an extra challenge. Eases new players into a new system without slowing down veterans.                                                                                                                                                          

  4. Immersive arsenal: utilizing 3D models and environments to immerse the player further into the world while also providing visual details on the equipment and characters being utilized.                                                                                                                                                                                                                                                                                                                                                                



With all this information I moved on to creating a prototype within Figma.

Using MindMeister I created a mind map of how I wanted the information to flow and what parts would be accessible in the prototype.

Launch screen early version

Showing an element of art was beneficial in communicating the types of game modes.


I decided to move away from small tags and utilize the screen’s full space. Showcasing elements of 3D art and rendered environments as a backdrop allowed the UI layout to be evocative of the traditional style while also providing the player with a window into the game world.

Components and Button states

full prototype


From my mid-fidelity prototype, I chose to elevate 2 of the key screens into full-fidelity mockups using Photoshop.

Character render by: Vincenzo Leopardi

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