Platform ToolingGame Engine UXDesign Systems

From
Frag­ment­ation
to
Found­ation.

Three generations of a content previewing tool — and what it took to finally get it right. Designing the platform-level solution that replaced 20-minute iteration cycles, four fragmented studio workarounds, and a decade of compounding production risk.

Role
Senior Experience Designer
Company
EA Frostbite
Duration
2025–2026
Scope
Platform-level tooling
~30s
Iteration cycle — down from 20+ minutes
4
Studio workarounds eliminated
20 min~30 sec

iteration cycle

4

studio workarounds
eliminated

Gen 1→3

generations to platform
solution

White-labelled. Proprietary tool names replaced to protect sensitive EA Frostbite product information. The work and outcomes are real.

Act 1 — The Challenge

A problem that refused to go away — and four teams who stopped waiting for someone else to solve it.

The legacy tool was powerful but fundamentally mismatched to how creators actually worked. Every preview required loading a full production level — sometimes over an hour. Every change, every tweak, every lighting adjustment meant starting over.

“You make one small change — a lighting tweak, a character position adjustment — and you wait 20 minutes to see if it worked. Then you wait again.”

What creators needed

Preview an asset and see the result — fast

Test changes without risking production data

Share a specific test state with a teammate

Iterate freely without fear of a crash

What the legacy tool gave them

Full level load required — every single time

No isolation — changes touched live production data

Crash risk was real — cost hours when it happened

No shareable state — no way to say "load exactly what I'm seeing"

The Cost

The fear was a feature.

20+ min
per iteration cycle

A full level load every time. Sometimes over an hour. Every change, every test, every tweak.

Manual backups
before every test

Not carelessness — rational survival. Years of data loss risk had trained this behavior into the team.

Zero isolation
from production data

No temporary workspace. No throwaway environment. Every test ran live, against real source data.

Enlarge
Enlarge
Enlarge
The Fragmentation

When the platform doesn't solve it, teams solve it themselves.

Four studios across the engine stopped waiting for a platform-level answer. Each built their own. Real ingenuity — but unsustainable fragmentation. Four codebases to maintain. No shared learnings. The same gap still open underneath all of them.

Studio 01

Forge Studios

Custom extension for object placement workflows

Studio 02

MMAXX Studios

Lighting workflow branch — never reintegrated into mainline

Studio 03

Ignition Studios

Extended Forge Studios' approach for asset placement

Studio 04

Full Throttle Studios

Sequence container built for cinematic editing

4
teams
4
solutions
4
codebases
0
shared learnings

This was the clearest possible signal that the ecosystem needed a real response. Every new production team that joined the engine had to either adopt someone else's workaround or start building their own. Not because they wanted to — because the platform had left them no other option. That ends with Canvas.

Act 2 — The Approach
Gen 2 — Staging

Generation 2 — Designing the Bridge

I came into this as the designer on Staging — the first purpose-built, isolated sandbox for previewing assets in the engine without loading a full production level. This was also the first time a design and engineering team had formally collaborated on this problem.

The problem wasn't just technical. It was behavioral. Years of 20-minute cycles had shaped how people worked — manual backups, conservative testing, reluctance to experiment. Those weren't bad habits. They were rational responses to a dangerous environment.

“The tool needed to earn back the trust that the old workflow had destroyed.”

Enlarge
Enlarge
Key Design Decisions — Staging
Isolation first. Everything else followed.
1
Isolated sandbox

A transient environment that mirrored production but was entirely separate. Changes inside couldn't touch the live layer.

2
View-only by default

Accidental edits blocked structurally — not by a warning, not by a modal, by the architecture.

3
Share feature

For the first time, a creator could save and send a specific preview state. "Load exactly what I'm seeing."

4
Familiar UI patterns

Left control panel, main viewport, timeline controls — all built from existing engine conventions.

5
Defending pattern consistency

When engineering proposed a new data inspection view, I pushed back — advocating to reuse existing patterns.

6
~30 sec iteration cycles

Down from 15–20 minutes. A full preview cycle in the time it previously took to start loading.

“Staging was the bridge. Canvas is the destination we'd been heading toward the whole time.”

— Internal Design Retrospective

“Good platform design compounds. A pattern solved well in one context becomes the foundation for the next problem.”

— Design Synthesis
Generation 3 — The Platform Answer
Gen 3 — Canvas

Canvas — designed as the response to everything that came before.

I returned to this work as the designer on Canvas, carrying the full context of what Staging had taught us. Canvas was not a patch or another team-scoped workaround. It was a platform-level answer. Every decision maps directly to a documented pain point from the legacy era.

Staging taught us

Isolated sandboxes work

Speed matters — 30 sec vs 20 min is transformative

Consistent UI patterns reduce onboarding friction

Shareability changes how teams collaborate

Trust has to be structural, not advisory

Canvas responded with

Platform-level sandbox — available to all studios

No full level loads — preview at specific states or events

All content types — cinematics, UI, animation, automation

Test states saveable, configurable, and shareable

Fully non-destructive — structurally cannot touch the live layer

Design Process — AI-Assisted Ideation

New functionality surfaced during implementation. The design had to keep pace.

After the initial Canvas handoff, two new capabilities emerged from engineering: transform offset for prefabs, and the World Picker. Both introduced interaction modes that didn't yet exist in the design system.

The challenge wasn't just visual. It was communicative. How do you signal a mode shift to a creator who is deep in a workflow — without interrupting their flow or introducing patterns they've never seen before?

Enlarge
Enlarge
Design Precedent

The answer came from a different project.

Input Auditioning — a project I worked on the previous year — had solved a closely related problem: communicating to users that they had entered a temporary, purpose-specific mode. The mode indicator and hamburger panel patterns from that work became the direct inspiration for Canvas's transform offset and World Picker states.

“Good platform design compounds. A pattern solved well in one context becomes the foundation for the next problem that looks different on the surface but is fundamentally the same underneath.”

Using Figma Make to explore what the design system hadn't solved yet.

Both new modes required color-based communication to signal state — and neither color existed in the existing design system library. Rather than guessing, I used Figma Make with targeted prompts to isolate the concept, generate design-system-compliant color variations, and rapidly explore accessible options before any decisions were locked.

1
Isolate the concept

Prompted Figma Make to focus specifically on mode-state communication. Keeping the prompt scoped meant the output stayed useful and evaluable.

2
Generate compliant color variations

Used Figma Make to produce color options aligned with the existing design system's principles. Accessibility contrast requirements built into the prompt constraints.

3
Rapid ideation before commitment

The goal wasn't to ship what Figma Make produced. It was to have something real to react to, compare against, and use as a starting point for the conversation with engineering.

AI used as an ideation tool, not a decision-maker. Figma Make was used to accelerate exploration of color and mode-state patterns at a stage where the design system had no existing answer. All final decisions were evaluated, refined, and validated through the standard design and engineering review process.

Act 3 — The Outcome

Design system gaps filled. New patterns established.

Both post-handoff challenges resolved with new color tokens and interaction patterns — now proposed for adoption across the broader design system.

Enlarge
Enlarge
Enlarge
Transform Offset Mode
Clear visual indicator when mode is active
Accessible color choice — design system compliant
Consistent with Input Auditioning mode patterns
Activation and exit paths obvious without instruction
World Picker
Location A vs Location B legible at a glance
Active context always clearly indicated
Switching between contexts feels intentional
New color tokens proposed for design system adoption
Closing Thoughts

Three generations.
One direction.

This initiative is a case study in what intentional, iterative platform work actually looks like over time. The design contribution across both generations wasn't just interface work — it was establishing the collaboration model, defending pattern consistency, and carrying the full context of the problem through every decision.

“The goal was never to build just a better tool. It was giving creators the confidence to iterate freely.”

Gen 1
Relay
Before my time

The legacy tool. Powerful but mismatched to evolving needs. Its limitations became the clearest brief a designer could ask for.

Gen 2
Staging
I designed this

The proof of concept. Isolated sandbox, 30-second cycles, the first design–engineering collaboration on this problem. The bridge.

Gen 3
Canvas
I designed this

The platform answer. Every studio, every content type, every workflow. Built on what Staging proved and designed to last.

Other Works

Designing Success

Take a look at how I collaborate with teams across diverse industries — bridging research, strategy, and craft to ship products that matter.

Let's work together

Ready to build a bold,
purposeful product?

Get in touch