mobile game ui

Rainbow Six Mobile

Company

Ubisoft

Year

2022—2026

Work

game ui

Overview

The work I do for Rainbow Six Mobile covers a large portion of the UI/UX process, ranging from early UI concepts, low fidelity wireframes, simple prototypes in Figma, final asset creation, high fidelity mock-ups, integrating UI in the Unity game engine, to bug fixing if it is considered within a UI artist’s scope.


Below is a sampling of the work I've done and can currently share.

Operator Ability Icons

Icons designed for each operator to represent their unique gadget or ability. The main use is to be shown to players on the HUD as a button to activate the operator's specific unique gadget or ability.

Released operator icons that I had a hand in designing.

Styleguide for the ability icons.

Example of places the operator ability icons appear in-game.

Battle Panel Icons

Some icon concepts made for the battle panels that players use to see info on different game modes and playlists.

Approved final icons.

Some unused icons made during exploration.

Game mode icons on the game mode selection screen, and when loading into a map.

Top View Maps

Top view maps made from overhead renders of gameplay maps. Used in marketing to showcase new maps as well as by e-sports teams to talk strategy.

First floor of building on Border map.

Second floor of building on Border map.

More zoomed out view showing all of the exterior of the Border map, and showing where Attackers can spawn.

The topview maps I created being taken by marketing, changing the layout of elements slightly, and posting them on social media for promotion.

Other miscellaneous work

Some other smaller things I created for Rainbow Six Mobile.

A few concepts for the overlay that appears when using a camera hacked by Dokkaebi. In the end the concepts weren't used, and instead the same image that Siege uses for the overlay was chosen to maintain consistency between the two games.

A background to show players where double tap and edge taps zones are on their screen. This is shown on the HUD customization screen so they can be aware of their zones while customizing their button layout. The gradients and lines were taken out once it was integrated since the original concept didn't slice well and large image assets wasn't very optimal.

Crosshair that appears when using Sledge's sledgehammer. Changes to be red when the player is unable to use the ability or if the surface cannot be destroyed.

© Jackie Markiewicz.