Role: UI / Visual Designer, Tech Artist, Game Developer, UX / Interaction Designer
Date: 2025
Description: Design the new cosmetics tiering system for TFT's content - read more here.
Context: Cosmetics in TFT started with a handful of Little Legends and their variants, arenas, and booms with just 3 tiers (rare, epic, and legendary). As TFT’s catalog of content has grown, we’ve introduced additional tiers and experimented with distribution methods. Over time, inconsistencies in content distribution have cropped up, such as variations in upgrade behavior and unclear rarity tiering. These inconsistencies make it difficult for players to understand the value of content. The goal of this new system is to strengthen our framework as we continue to introduce new content types and expand our catalog.
Key Deliverables: Rarity Gems (illustration help from Dongin Yoon), Content Type and Rarity tags, Content feature Icons, Content cards visual update, Player card visual update, Moon icons and system, application of all the new visuals across product spaces in game (battle pass, loadouts, store, loading screen, treasure realms and more).
Key Deliverables: Rarity Gems (illustration help from Dongin Yoon), Content Type and Rarity tags, Content feature Icons, Content cards visual update, Player card visual update, Moon icons and system, application of all the new visuals across product spaces in game (battle pass, loadouts, store, loading screen, treasure realms and more).
Software: Figma, Adobe Photoshop, Adobe Illustrator, Hextech Engine, Perforce, Google Suite, Notion, Jira
Credits: All images are property of Riot Games