About Battalion 1944
Battalion 1944 is a multiplayer first-person shooter video game developed by Bulkhead Interactive, published by Square Enix and released for Microsoft Windows. The game was announced via a Kickstarter campaign in February 2016, and released on May 23, 2019. Battalion recaptures the core of classic competitive shooters & refines the ‘classic’ FPS feel for the next generation.
To create the perfect competitive environment for their new game, Bulkhead decided to trust FACEIT in developing a full in-game experience for their official launch (the game was available at the time in early access), instead of only having the matchmaking experience in the third-party app.
For this unusual project for the company, we (a UX Designer and me) had to design the entire matchmaking experience for the competitive matches inside the video game developed by the studio.
Along with the in-game experience, our teams decided to use the release of Battalion to also launch the new overlay of our third-party app (which allows players to open the FACEIT app directly into their games by using shortcut keys, such as for Steam).
The challenge was then to work on those 2 parallel projects, and create 2 matchmaking experiences for Battalion similar in functionality, but entirely different due to 2 separate art direction: One to fit the Battalion style, and the other one to fit the FACEIT app style.
With the styles provided by the game studio, we created a pattern library for the in-game experience, based on our already existing components from the FACEIT Design System.
Impact and results
With more than 4,000 active daily players during the first month of the launch, and very positive reviews after its official release (to differentiate with its early access availability), Battalion 1944 was well received by the community, and considered a success for Bulkhead as well as for FACEIT.
My role and who I worked with
With a senior UX designer, we created the entire user journey from the competitive mode selection at the game launch, to the start of a match. I then realised the UI design, as well as the pattern library for the in-game experience. Our design team worked closely with product teams and Bulkead Interactive until the game launch. Finally, I realised various assets to advertise the launch on social medias.