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January 2019 - June 2021

Ubisoft Montreal


Tom Clancy’s Rainbow Six Extraction is a three-player tactical co-op game set several years in the future of the Rainbow Six Universe. The Rainbow Six operators face off against a totally new breed of mutated alien parasite. Infecting human hosts and their surroundings, this new enemy is more lethal and challenging than ever before. PC-PS4-XBONE


I was a part of the project from the start up to its closing as one of the two initial UX Designers at Ubisoft Montreal, the leading studio behind the game. A wild and crazy ride, many new ideas and concepts emerged and had to be thought out during this project, mechanics that weren't seen in other games before. I held the role of UX owner for most gameplay and core loop features.

The Pick Phase is the step right after the matchmaking process has sent 3 players into a game, basically your pre-game lobby. The flow is composed of 4 steps:

- the mission's objectives and threats are exposed to the team for them to anticipate the challenges

- the picking commences with which Operator to choose from, players see their teammate's selection

- once an Operator is chosen, the player goes over their weapons and gear

- once all 3 players lock in their selection, the screen ends and a 3D action shot is played, each character playing a short pose animation

It was a great challenge to design as the elements to expose to the player changed over time as we defined what a "normal" game was (objectives, XP, random threats, other teammate's weapons or not, etc.). We did a lot of wires on this flow and screens alongside the art and game design team. We also had to collab a lot with animators for the end action poses. For bloopers, we even started in the beginning with a turn-based selection flow to prevent players from fighting over the same Operator, which we canned a bit later.

UI Art: Pascal Caplette

Game Design: Nicolas Jaujou, Andrea Zanini

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