Watch the focus land
Four moments from the redesigned Quick Play shell, two of them held against the inherited build. Silent — the captions carry the argument.
The inherited Team Select had no focus state on either card. The redesign puts focus on the thing you are changing, and it arrives in under 200ms.D-004
Four ratings on one scale, readable at a glance, without flattening team identity. Captured on keyboard surrogates; real pad input arrived in D-058.D-010
The inherited lineup was a list in three blocks. Field position now carries the role, and focus travels the formation.D-082
Teams, Lineup, Rules, Match — then the shell hands off and gets out of the way.D-083
The original interface made the player translate the system before making a choice.
The current-state audit surfaced competing emphasis, dense game-state information, and weak focus hierarchy across menu and gameplay contexts. These screens are labeled as inherited UI—not presented as redesign work.

Lacrosse 26
Redesigned with the gamer in mind
Reduce interpretation cost while preserving game identity.
The work combined a current-state audit, sports-product heuristics, controller path mapping, and iterative UI prototyping. The approved Quick Play v3 direction is the baseline; production-level platform validation remains open.
One command architecture carries the player from intent to play.
The shell establishes a consistent controller grammar, visible focus, and contextual actions across the core pre-match journey.
Starting 10 turns roster management into a spatial, controller-readable task.
Focused players remain anchored to the field structure while contextual actions reveal only what is available in the current state. The two team views demonstrate one reusable interaction model across distinct identities.











