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UI UX

Leading Arma Reforger

About

As part of my work at Bohemia Interactive, I contributed to the development and community engagement of Arma Reforger, a tactical military shooter set during the Cold War. Released in 2022, Arma Reforger serves as a bridge to Arma 4, offering players a glimpse into the future of the series while enhancing the current gaming experience.

My Contribution to the project

I was founding member of UI UX team of Arma Reforger, my main responsibilities are to maintain unified visuals across the game, great usability of the product and generally leading the team.

Key Responsibilities & Tools

  • Team Management
  • UI UX Design
  • Prototyping
  • Ideation & Research
  • Creative direction
  • Figma
  • Adobe Photoshop & Adobe Illustrator
  • Adobe After effects

Key Features:

  • Multiplayer Focus: Arma Reforger emphasizes multiplayer gameplay, featuring both competitive and cooperative modes. The game supports crossplay across PC, Xbox Series X/S, and PlayStation 5, allowing a diverse player base to engage in large-scale infantry and vehicular combat scenarios Armed Assault Wiki.

  • Enfusion Engine: The game utilizes Bohemia Interactive’s new Enfusion engine, providing improved graphics, physics, and overall performance, setting the stage for the next generation of the Arma series Arma Reforger.

  • Modding Support: With the inclusion of the Workbench tool, Arma Reforger offers extensive modding capabilities, enabling the community to create custom content and scenarios, fostering a dynamic and evolving gameplay environment Arma Reforger.

Design system

For Arma Reforger we crafted atomic design system with our team to suit all the use cases that we have in the in-game UI.

We are using system of elements ranging from primitive elemnents to fully designed widgets utilizing tokens and styles in Figma.

  • Primitive Resources
  • Simple widgets
  • Widget Components
  • Applied Widgets

Designing for ∞

Our core principle is design for infinity, our game is unique in the amount of possibilities that players have in the UI. We are accounting for majority of use cases that modders might have. 

Static solutions are virtually non existent and we are preassuming all the combinations, options and designing fallback for edge cases. This way the resulting layout will work no matter what amount of text, amount of elements, or overrall concept.

Rewamping familiar game modes

Problem

When Arma series evolved into multiplatform game, we faced several different issues.

  • Game modes and features of the game are Desktop first and not optimized for consoles.
  • Many of the features are fairly complex and require a lot of controls.
  • Gameplay is very dependant on the modding which is much harder on consoles.

Solution

For newly redesigned game master we doubled down on console first approach introduced a lot of new UI options from radial wheels, to changes to overall navigation. Resulting Game mode should be much more playable on the consoles and powerfull in terms of features, that the game mode includes.

Designing visual assets

itteration by Itteration

Kaizen principle

We are utilizing Kaizen principles in our work and slowly improve our game update by update to create best experience possible. 

For this we are relying on internal and external playtests, testing with Arma Regiment, A/B testing and rigorous feedback loops.

Final In-game UI showcase

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