UI/UX designer and development of three versions released between 2013 – 2016.
Mirror’s Edge Catalyst was revealed during E3 2013, and I first made the teaser page for mirrorsedge.com using the few assets we had. The high resolution image of Faith, the red stripe, our teaser trailer, and if you listened closely you’d hear Faith hum the soundtrack.
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In 2014 we increase the communication to the public and we decided that despite being a small over-scoped team, I’d do another update of the existing design with the help of developer Elton Muuga. We added a blog, videos and screenshots.
“This is what good looks like” – an external web team
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Mirror’s Edge Catalyst was released in June, 2016 and at the same time we launched the new website.
It’s a single-player game set in an open world, and to help you navigate the city and all the content, you have a map available. Because you move both horizontally and vertically, we realized a classic top-down map in 2D wouldn’t be enough for us. The resulting 3D map have a UX and UI that is almost identical both in-game and in a web browser, featuring various points of interests, player statistics, player tag generators, user generated content with leaderboards, etc. You can even see where in the city your friends last logged off.
I don’t think there was anything much like this app in 2016, and years later I still haven’t seen this level of game integration on a website.
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Bonus material. Originally I wanted the website (The Beat) to have a lore section that felt like a cross over of a computer system and a high fashion magazine. Here’s a couple of screens with various amounts of details:
Here’s how I imagined a mobile view:
“If you see a rat the size of a car, you’re playing the wrong game.”