


Company
Company
Unipoly Games
Unipoly Games
Timeline
Timeline
June 2022 - September 2022
June 2022 - September 2022
Role
Role
UX/UI Designer
UX/UI Designer
Project Overview
Project Overview
Raidfield II is a multiplayer online World War II shooter mobile game where players engage in large-scale battles across land and air. Players can choose from diverse soldiers, weapons, and vehicles including tanks and planes, and compete in multiple game modes that emphasize teamwork, strategy, and fast-paced action.
Raidfield II is a multiplayer online World War II shooter mobile game where players engage in large-scale battles across land and air. Players can choose from diverse soldiers, weapons, and vehicles including tanks and planes, and compete in multiple game modes that emphasize teamwork, strategy, and fast-paced action.












Challenge
Challenge
My main challenge in Raidfield II was to redesign the game’s interface for clarity, accessibility, and visual cohesion while preserving the fast-paced feel of an online multiplayer shooter. The original UI suffered from inconsistent layouts, unclear navigation, and cluttered menus that often confused players.
My responsibilities included two main areas:
-For Game Menus, I improved layout organization, icon clarity, and visual hierarchy to make navigation straightforward and efficient.
-For Gameplay, I refined interaction patterns, simplified controls, and ensured that UI elements supported each gameplay type without cluttering the experience.
My main challenge in Raidfield II was to redesign the game’s interface for clarity, accessibility, and visual cohesion while preserving the fast-paced feel of an online multiplayer shooter. The original UI suffered from inconsistent layouts, unclear navigation, and cluttered menus that often confused players.
My responsibilities included two main areas:
-For Game Menus, I improved layout organization, icon clarity, and visual hierarchy to make navigation straightforward and efficient.
-For Gameplay, I refined interaction patterns, simplified controls, and ensured that UI elements supported each gameplay type without cluttering the experience.


Research & Insights
Research & Insights
I reviewed player feedback, app store reviews, and community discussions to uncover major usability issues such as confusing navigation, cluttered menus, and unclear interfaces. Usability testing with real players confirmed these pain points, helping me prioritize clearer navigation, more intuitive interactions, and better readability during gameplay.
I reviewed player feedback, app store reviews, and community discussions to uncover major usability issues such as confusing navigation, cluttered menus, and unclear interfaces. Usability testing with real players confirmed these pain points, helping me prioritize clearer navigation, more intuitive interactions, and better readability during gameplay.
Early Exploration & Information Architecture
Early Exploration & Information Architecture
I began the redesign process with quick sketches and brainstorming sessions to explore different layout and navigation ideas. These early explorations helped visualize how players could move through the game more efficiently and identify opportunities to simplify the experience.
Based on these insights, I developed a new hierarchical information architecture that grouped related items logically, removed redundancies, and highlighted key actions such as joining a room or accessing equipment. This structure established a more intuitive and predictable navigation flow across all game menus.
I began the redesign process with quick sketches and brainstorming sessions to explore different layout and navigation ideas. These early explorations helped visualize how players could move through the game more efficiently and identify opportunities to simplify the experience.
Based on these insights, I developed a new hierarchical information architecture that grouped related items logically, removed redundancies, and highlighted key actions such as joining a room or accessing equipment. This structure established a more intuitive and predictable navigation flow across all game menus.






Redesign
Redesign
The goal of the redesign was to modernize the game’s interface while improving clarity, usability, and visual harmony across all key screens. Each redesigned page aimed to simplify interactions and help players focus on gameplay rather than navigating menus.
New design created a smoother, more engaging experience that aligned with modern mobile UI standards while preserving the game’s identity.
The goal of the redesign was to modernize the game’s interface while improving clarity, usability, and visual harmony across all key screens. Each redesigned page aimed to simplify interactions and help players focus on gameplay rather than navigating menus.
New design created a smoother, more engaging experience that aligned with modern mobile UI standards while preserving the game’s identity.
Character Selection
Character Selection
Simplified the team choice (Axis vs. Allied) and improved the visibility of character details to make selection faster and more intuitive.
Simplified the team choice (Axis vs. Allied) and improved the visibility of character details to make selection faster and more intuitive.
Old Version


Old Version

Redesigned Version
Redesigned Version



Team and Vehicle Selection
Team and Vehicle Selection
Redesigned for quicker, clearer team and vehicle choice before joining a match, with more prominent sections and labels to streamline player decisions before each match.
Redesigned for quicker, clearer team and vehicle choice before joining a match, with more prominent sections and labels to streamline player decisions before each match.
Old Version


Old Version

Redesigned Version
Redesigned Version



Profile
Profile
Enhanced player statistics and progress tracking with cleaner charts, visual hierarchy, and customizable avatars for a more personal experience.
Enhanced player statistics and progress tracking with cleaner charts, visual hierarchy, and customizable avatars for a more personal experience.
Old Version


Old Version

Redesigned Version
Redesigned Version



Shop
Shop
Introduced better categorization and clearer visual cues for browsing and purchasing, resulting in a more organized and accessible interface.
Introduced better categorization and clearer visual cues for browsing and purchasing, resulting in a more organized and accessible interface.
Old Version


Old Version

Redesigned Version
Redesigned Version



Gameplay Interface Design
Gameplay Interface Design
Each gameplay type in Raidfield II (soldier, tank, turret, and plane) required a unique interface solution tailored to its mechanics and pacing. My goal was to design layouts that enhanced immersion and clarity while keeping controls easily accessible and the screen uncluttered.
Each gameplay type in Raidfield II (soldier, tank, turret, and plane) required a unique interface solution tailored to its mechanics and pacing. My goal was to design layouts that enhanced immersion and clarity while keeping controls easily accessible and the screen uncluttered.
Soldier Gameplay
Soldier Gameplay


Optimized the control layout to support fast and tactical gameplay, and the backpack system was redesigned to open only when needed, keeping the screen clear during combat.
Optimized the control layout to support fast and tactical gameplay, and the backpack system was redesigned to open only when needed, keeping the screen clear during combat.

Stationary

Moving

Fast-paced


Backpack

Stationary

Moving

Fast-paced

Backpack
Tank Gameplay
Tank Gameplay


Improved clarity and balance with a visual bomb cooldown indicator and simplified repair and fire controls, helping players manage heavy attacks while staying focused on the action.
Improved clarity and balance with a visual bomb cooldown indicator and simplified repair and fire controls, helping players manage heavy attacks while staying focused on the action.






Plane Gameplay
Plane Gameplay


Created a targeting system showing slope, altitude, and speed for precise aerial combat. The movement joystick and speed slider were optimized to give players smoother control and flexibility during dogfights.
Created a targeting system showing slope, altitude, and speed for precise aerial combat. The movement joystick and speed slider were optimized to give players smoother control and flexibility during dogfights.


Acceleration 0


Acceleration 75


Break


Targeting System

Acceleration 0

Acceleration 75

Break

Targeting System
Contact
Feel free to contact me if you have any questions.
I'm available for new opportunities or meaningful conversations.
Feel free to contact me if you have any questions.
I'm available for new opportunities or meaningful conversations.
Feel free to contact me if you have any questions.
I'm available for new opportunities or meaningful conversations.
You can also find me on social
You can also find me on social
You can also find me on social
Copyright © 2025 Farid Anvari
Copyright © 2025 Farid Anvari
Copyright © 2025 Farid Anvari
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