Work/TopSpin 2K25

TopSpin 2K25

Joined a remote UX/UI pod mid-production and cleared the bottleneck that was slowing every feature down.

UX processTeam leadershipRemote and vendor teams
Role
UX Designer and lead
Studio
Hangar 13 · 2K
Platform
PC, PlayStation, Xbox
Year
2024
TopSpin 2K25

Overview

TopSpin 2K25 revived a classic tennis series after more than a decade. I joined the four-role UX/UI pod mid-production, as a designer and as a lead.

The challenge

UX was the newest discipline on the team. Nobody owned UX yet, there was no shared UX vision, time was running out, and UX had become the bottleneck that UI art and engineering were waiting on. The pod mixed internal staff and external vendors across several time zones.

My role

UX designer and lead in a UX/UI pod made of UI art (vendors and our internal UI lead), UI engineering, a dedicated UX/UI producer and UX designers spread across vendors and time zones.

What I did

  • Ran a fresh-eyes audit of the workflow, talking to colleagues in every discipline to find the recurring blockers.
  • Set clear goals: make game design aware of UX improvements in line with business goals, and unify the process with UI art and UI engineering.
  • Adopted the UI lead's Figma structure and extended it so every feature showed its status and every decision was archived.
  • Worked closely with the UX/UI producer and joined every design meeting the schedule allowed.
  • Proposed bringing the remote teams together in person for two to three weeks. Working, eating and talking together sped up the process, produced better ideas and let UX unblock the other departments.

Outcome

The co-location sprint unblocked the UX bottleneck and the game launched on 26 April 2024 on PC, PlayStation and Xbox. It was nominated for Best Sports/Racing Game at The Game Awards 2024, and I shared the process in a talk at Game Access 2024.

What I learned

Sometimes the best UX fix is a process fix. Treat vendors as part of the team, delegate with context, keep track of decisions, and make it normal to revisit closed features.

Gallery

13 images · click to enlarge
TopSpin 2K25 key art
The UX/UI pod: UI art, UI engineering, a UX/UI producer and UX designers spread across vendors and time zones
Player creation and customisation screens
Spotting the pain points: no UX ownership yet, no shared UX vision, and UX blocking UI and engineering
My goals: align UX with business goals, unify the process with UI art and engineering, and join every design meeting
A Figma structure that tracks each feature's status and archives every decision
Flows and wireframes annotated for engineering
Shipped screens for career and customisation
The in-person sprint: working, eating and celebrating together
What two to three weeks together achieved: a faster process, better ideas, higher motivation and an unblocked pipeline
Before and after: menus and court screens
Final player select and match screens
Lessons I shared at Game Access 2024

Let's build a better player experience.

Whether you need fresh eyes on your onboarding, a partner through your next milestone or someone to lead UX and creative direction, I'd love to hear about your game.