top of page
Rainbow.jpg

 RAINBOW SIX SEIGE 

Rainbow Six Siege (UBISOFT)

Online Multiplayer Tactical Shooter (Live Game / Esports)

With over 100 million lifetime players and 3 million daily active users, Rainbow Six Siege remains one of the most successful live multiplayer games nearly a decade after its release.

I led UX efforts on gameplay systems during a high-frequency live update cadence, focusing on consistency, scalability, and clarity in a rapidly evolving production environment.

Key contributions:

  • Oversaw and guided gameplay UX design across frequent live updates, ensuring a consistent player experience.

  • Led a team of UX designers focused on gameplay systems and features.

  • Contributed to the development of a scalable design system to support ongoing live service content.

  • Collaborated closely with game designers and UI engineers to refine player feedback systems and HUD elements.

  • Advocated for UX consistency across legacy and newly introduced features.

  • Improved design pipeline efficiency through documentation and cross-disciplinary alignment.

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.

operator-video-ability-mozzie.jpg
maxresdefault (1).jpg
image1560623183.jpg
Kali1.jpg
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.

  • Y3Season 2 - Operation Para Bellum

  • Y3Season 3 - Operation Crim Sky

  • Y3Season 4 - Operation Wind Bastion

  • Y4Season 1 - Operation Burnt Horizon

  • Y4Season 2 - Operation Phantom Sight

  • Y4Season 3 - Operation Enver Rise

  • Y4Season 4 - Operation Shifting Tides

  • Y5Season 1 - Operation Void Edge (as supervisor)

  • Y5Season 2 - Operation Steel Wave

  • Y5Season 3 - Operation Shadow Legacy (as supervisor)

  • Y5Season 4 - Operation Neon Dawn (as supervisor)

Signs and feedback flowchart for one of the Operator
​​
Slinky_Flowchart_1stPersonActivation.png

HUD Design for one of the Operator

HUD_Ability_SilentBreacher.jpg
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

Screenshot 2025-07-31 at 4.37.41 PM.png
Screenshot 2025-07-31 at 4.37.59 PM.png
Screenshot 2025-07-31 at 4.38.20 PM.png
Screenshot 2025-07-31 at 4.38.31 PM.png
Screenshot 2025-07-31 at 4.38.52 PM.png
Screenshot 2025-07-31 at 4.39.04 PM.png
Screenshot 2025-07-31 at 4.39.15 PM.png
Screenshot 2025-07-31 at 4.39.39 PM.png
Screenshot 2025-07-31 at 4.39.52 PM.png

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.

Previous Project

Next Project

© 2025 by Shiho Mizutori. All Rights Reserved.

bottom of page