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Game Design Engineering

EA Sports NHL Franchise — Hockey Ultimate Team

Owning UI and feature systems for a AAA sports franchise across three annual ship cycles.

Company
Globant, embedded with EA Sports
Role
UI Game Developer
When
Nov 2022 – Aug 2023, Jan 2024 – May 2025
Tech
C++, Angelscript, Frostbite, Scaleform, Perforce

The problem

Hockey Ultimate Team (HUT) is the mode that keeps EA Sports NHL’s live-service economy running — and it ships new content, flows, and UI on an annual cadence across three console generations of players. Every release has to hold up under player load, survive a full production cycle without breaking neighboring systems, and still feel responsive on hardware from PS4 to Series X. That’s a UI engineering problem and a feature design problem at the same time: the code has to scale, and the flow has to feel good.

What I built

Across EA Sports NHL 24, NHL 25, and another still-undisclosed title, I worked inside Frostbite building and optimizing the UI systems behind HUT — the screens, flows, and feature updates that make up the mode’s day-to-day player experience. That meant:

  • Building scalable UI systems in Frostbite that survived three consecutive annual ship cycles without a rewrite.
  • Partnering directly with UI/UX designers and artists to resolve cross-disciplinary bugs at launch — the kind of issue that only shows up when design intent, art, and engineering constraints collide.
  • Designing new game flows and feature updates within HUT, not just implementing someone else’s spec — the “UI Game Developer” title undersold how much feature design was actually part of the job.

Key decisions

  • Returning to the team for a second tour (Jan 2024 – May 2025) after an initial stint (Nov 2022 – Aug 2023) meant inheriting systems I’d helped shape a year earlier and having to balance backward compatibility against the temptation to just rebuild. I prioritized incremental, reviewable changes over a rewrite, given how much of HUT’s economy logic depends on those systems staying stable through a live season.
  • Holding a strict coding standard on a legacy-adjacent AAA codebase — where “ship the feature” pressure usually wins — paid off directly in the metric below: cleaner code was faster to extend, not just nicer to read.

Outcome

Streamlined UI development processes reduced implementation time by 15% on a codebase spanning three annual titles (NHL 24, NHL 25, and one still-undisclosed title) across PS4/PS5/Xbox One/Xbox Series X. The systems held up across launch on all three titles without a platform-specific UI rewrite.