Electronic Arts

Frostbite

Showcase 01:

Streamlining Input Auditioning in FrostEd Editor

00/Input Auditioning

00/Input Auditioning

00/02

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About / Challenges

About / Challenges

About / Challenges

Role: Senior UX Designer | Lead, FrostEd Editor

Impact: Eliminated mode confusion for content creators by clarifying input ownership between editing and game simulation states, reducing cognitive load and support tickets
Problem: Users couldn't distinguish between "Editing Mode" and "Auditioning Mode" when testing game content live in FrostEd. This ambiguity around which system controlled inputs (mouse/gamepad) led to mistakes, workflow disruptions, and productivity loss.

Approach

Approach

Approach

Clear mode signifiers: Color-coded HUD messages, mode-specific icons, and optional visual borders to indicate current state

  • Input ownership clarity: Defined which system receives inputs per mode, disabling conflicting interactions

  • Customizable controls: User-configurable keybindings (Shift+Tab default) and cursor visibility preferences

  • Actionable feedback: Contextual UI messages guide users when attempting unavailable actions

Result / Outcome

Result / Outcome

Result / Outcome

Permissive over restrictive: Avoided blocking input methods unless strictly necessary, maintaining user agency

  • Progressive disclosure: Designed lightweight indicators first, reserving heavier visual treatments (borders) as optional enhancements

  • Flexibility by default: Made cursor behavior customizable rather than prescriptive, respecting diverse workflows

Outcome
Resolved immediate technical bug while establishing systematic UX improvements. Documented workflows now serve as foundation for ongoing editor experience enhancements.
"Chris's approach to problem-solving is both strategic and empathetic. He doesn't just design solutions; he understands the people and systems behind them."
— Martin, Product Manager

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