
RAINBOW SIX SEIGE
Rainbow Six Siege is an online multiplayer esports game with over 100 million life time players worldwide.
Released more than nine years ago, the game continues to thrive, with over 3 million daily active users.
With frequent live updates—almost every month—establishing a strong design system was crucial for both production efficiency and player experience.
I was responsible for designing and overseeing the work of UX designers focused on gameplay UX.
IN-GAME SIGNS AND FEEDBACKS
Collaborated with game designers, realization directors, UI designers, VFX artists, sound designers, character/3D modelers, and animators to create the HUD and in-game signs and feedback for the operators, ensuring accessibility for as many players as possible.

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SEASON OPERATORS
Rainbow Six Siege releases two operators every three months (now reduced to one per season).
I worked on the signs and feedback for each operator in the following seasons.
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Y3Season 2 - Operation Para Bellum
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Y3Season 3 - Operation Crim Sky
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Y3Season 4 - Operation Wind Bastion
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Y4Season 1 - Operation Burnt Horizon
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Y4Season 2 - Operation Phantom Sight
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Y4Season 3 - Operation Enver Rise
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Y4Season 4 - Operation Shifting Tides
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Y5Season 1 - Operation Void Edge (as supervisor)
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Y5Season 2 - Operation Steel Wave
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Y5Season 3 - Operation Shadow Legacy (as supervisor)
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Y5Season 4 - Operation Neon Dawn (as supervisor)
Signs and feedback flowchart for one of the Operator

HUD Design for one of the Operator

BALANCING
As a live-operating game, our game constantly evolves based on data and player feedback.
I collaborated with the balancing team in Barcelona to adjust the signs and feedback for operators and their gadgets.
Ping 2.0
I was the feature owner for the rework of the ping system, which allows players to communicate with one another.
Effective communication is essential in Rainbow Six Siege, especially when interacting with teammates. When players encounter a gadget on the map, they can use the ping system to alert others about dangerous hidden gadgets.
We developed the new Ping system, enabling players to ping gadgets and display their corresponding icons. This system allowed players who couldn’t use a microphone to still communicate effectively and provide more precise information.
The system was particularly appreciated by female players who faced gender discrimination, as it offered an alternative form of communication and inclusivity.
https://www.ubisoft.com/en-ca/game/rainbow-six/siege/game-info/seasons/shadowlegacy
Design system for GADGET LIGHTS
The lights on electric gadgets serve as a visual cue for players to identify their location and determine which operators have been selected by the opposing team. Originally designed for aesthetic purposes, these lights were not intended to function as clear indicators. New players often struggled to distinguish between friendly and enemy gadgets, leading to the accidental destruction of teammates’ gadgets, which resulted in toxic behaviors like team killing and team injuries.
I established rules for the gadget lights to help players easily identify friendly and enemy gadgets, improving gameplay clarity and reducing frustration.