

Dreams of Design, Desire, and Death
League of Legends HUD
Final shipped, in-game shot
Until this project, MOBAs have relied on the vestiges of RTS games for their interaction and interface design. For this UI redesign, elements were built and positioned from the ground up for MOBA players based on the Gestalt principles of grouping and reinforced by eye-tracking studies.
Heroes of Newerth Relic System
Final shipped, promotional site
When designing any long-term power progression, it's imperative that players feel the system is fair. Unlike LOL's Runes and Masteries system, which comprises hidden power and no player interaction past loadout selection, the HON Relic System allows players to bring in six perks per match, then activate up to three of them as the match unfolds. This not only gives players an active role to play in strategically selecting a loadout, but also reduces the initial power differential between new and long-term players.