StarCraft II Arcade, Play, and Collection interface screens
Interface Overview: Interface design spanning navigation, progression, social systems, game modes, and content discovery.
Case Study

StarCraft II — AAA Game UI Design

Role Lead UI / UX Designer
Domain Gaming / AAA Console & PC
AAA Game UI Interaction Design Design Systems Cross-Functional Collaboration

Designing UI for a live AAA game

My work on StarCraft II spanned interface design, interaction design, and visual systems across a large and constantly evolving game experience. I created the UI mockups and established the visual language used to bring new features, game modes, and supporting systems into a cohesive product experience.

The challenge was not simply making individual screens look polished. New interfaces had to feel unmistakably StarCraft while remaining understandable across very different contexts, from competitive play and progression to social features, content discovery, training, and commerce.

The goal: create interfaces that felt native to the StarCraft universe while giving players clear, usable paths through increasingly complex game systems.

Challenges

Three constraints shaped how the work got done.

1

Brought in at the 11th hour

Leadership asked me to move teams late in development because the UI was not on track to meet Blizzard's quality bar. With limited time remaining, I needed to establish a stronger visual direction and help get the UI ready for production.

2

Designing at AAA scale

The UI needed a cohesive visual language across very different experiences, including navigation, social features, campaigns, progression, training, Arcade, and commerce.

3

Cross-disciplinary production

UI changes affected developers, artists, animators, technical artists, sound designers, and other teams, creating significant downstream dependencies.

One visual language across very different experiences

StarCraft II required UI patterns that could stretch across navigation, content discovery, competitive systems, social experiences, training, progression, and commerce without losing visual coherence.

Global Navigation

A consistent top-level structure gave players access to major game modes while allowing each area to maintain its own visual identity.

StarCraft II main interface
Global Navigation: A consistent top-level structure gave players access to major game modes while allowing each area to maintain its own visual identity.

Campaign & Content Selection

Large visual choices allow players to understand content, progression, and ownership state without turning the experience into a traditional menu.

StarCraft II campaign selection interface
Campaign & Content Selection: Large visual choices help players understand content, progression, and ownership state without turning the experience into a traditional menu.

Collection & Commerce

Dense product information, ownership states, pricing, and visual content had to coexist while retaining the cinematic tone of the game.

StarCraft II collection interface
Collection & Commerce: Dense product information, ownership states, pricing, and visual content coexist while retaining the cinematic tone of the game.

Social & Chat Interaction Design

StarCraft II's social experience had to accommodate very different types of players and different levels of engagement with chat.

Less social → More social

Leave Me Alone
Off

Prefers solo play and can leave chat entirely.

TV Noise
Passive

Sees conversation scroll by without opening chat.

Watcher
Pinned

Can keep a readable conversation open while playing.

Talker
Expanded

Can expand chat for active conversation.

StarCraft II home interface with no active chat
Opt-Out State: Players can opt out of chat entirely.
StarCraft II pinned, compact chat interface
Pinned Chat: Players can pin chat open for persistent, easy-to-read conversation without taking over the interface.
StarCraft II expanded chat interface
Expanded Chat: Players can expand and pin the conversation while primary navigation remains accessible on the left.

UI design inside a multidisciplinary game team

AAA game UI is inherently collaborative. Interface decisions affected visual art, technical implementation, animation, sound, gameplay, and the broader player experience. I worked across disciplines to move concepts from mockup to implementation while maintaining a consistent interaction and visual direction.

UI & Art

Established visual direction and translated game-world aesthetics into usable interface systems.

Engineering

Worked through implementation constraints, interaction behavior, and the realities of building UI inside a live game.

Game Teams

Coordinated with the disciplines responsible for gameplay, animation, sound, content, and supporting systems.

Maintaining coherence as the game expanded

As StarCraft II expanded, interface work increasingly crossed feature and team boundaries. The visual language and interaction patterns had to scale with the product rather than being reinvented independently for every new feature.

This meant balancing consistency with the distinct needs of each game mode, coordinating across disciplines, and giving teams enough structure to build new experiences without making every screen feel identical.

Making achievement feel like an event

Competitive progression is more than a status update. The interface also has to communicate accomplishment and give important moments the visual weight players expect from the game.

StarCraft II promotion animation
Promotion Feedback: Combines progression information with a more cinematic presentation to make achievement feel like an event.

Players noticed the difference

UI work often succeeds quietly. In this case, players explicitly commented on the interface changes after release.

"The new user interface looks A LOT better. Thanks!"

Player response

"OMG. I love this UI update."

Player response

"This looks great, guys. I love these changes."

Player response

"It looks so much better!"

Player response
Player reactions to StarCraft II interface changes
Player Feedback: Reactions to the interface changes, shared after release.

A visual system built for a growing live game

Project Outcomes