Infinite Access

Infinite Access

Designing a unified mobile companion for Halo Infinite and the Halo ecosystem

ROLE:

Lead UX Designer for Halo Waypoint Mobile App. Owned the product experience across iOS and Android, from information architecture and navigation through onboarding, core flows, research, and the transition into a new design system.

Delivered a shippable product supporting a global Halo player base.

TEAM:

4 Engineers

1 PM

2 Artists

DATE:

2021

Infinite Access

Designing a unified mobile companion for Halo Infinite and the Halo ecosystem

ROLE:

Lead UX Designer for Halo Waypoint Mobile App. Owned the product experience across iOS and Android, from information architecture and navigation through onboarding, core flows, research, and the transition into a new design system.

Delivered a shippable product supporting a global Halo player base.

TEAM:

4 Engineers

1 PM

2 Artists

DATE:

2021

The

OVERVIEW

The

OVERVIEW

The

OVERVIEW

Halo Waypoint is the official mobile companion for the Halo franchise. It launched alongside Halo Infinite and brought twenty years of player data, stats, customization, news, and community features into a single native app.

I led UX for the mobile product across iOS and Android, defining the information architecture, navigation, onboarding, and core flows. The goal was simple: make a complex ecosystem feel stable and cohesive, no matter which title a player came from or how long they’d been around.

Halo Waypoint is the official mobile companion for the Halo franchise. It launched alongside Halo Infinite and brought twenty years of player data, stats, customization, news, and community features into a single native app.

I led UX for the mobile product across iOS and Android, defining the information architecture, navigation, onboarding, and core flows. The goal was simple: make a complex ecosystem feel stable and cohesive, no matter which title a player came from or how long they’d been around.

The

CHALLENGE

The

CHALLENGE

The

CHALLENGE

Halo Waypoint supported multiple games and services, but it was fragmented and built for the web. Mobile players had no native way to check stats, track progression, or stay connected between sessions.

Each title had its own data model. Veteran players expected instant access to Service Records and Game history.

HALO had years of history behind it. My job was to design it as a fast, native experience without losing what longtime users expected. It also became the companion for Infinite loadouts and progression.

Halo Waypoint supported multiple games and services, but it was fragmented and built for the web. Mobile players had no native way to check stats, track progression, or stay connected between sessions.

Each title had its own data model. Veteran players expected instant access to Service Records and Game history.

HALO had years of history behind it. My job was to design it as a fast, native experience without losing what longtime users expected. It also became the companion for Infinite loadouts and progression.

The

OBJECTIVE

The

OBJECTIVE

The

OBJECTIVE

Design a mobile-first experience that brought Halo Infinite and two decades of legacy titles into a single, coherent product. The focus was reducing cross-platform friction and building navigation that made sense whether a player was coming from Infinite, Halo 5, or MCC.

At a system level, the goal was clarity and speed, supported by an architecture that could evolve with new titles, live updates, and transmedia content. That meant creating a shared structure across games and translating complex console systems into mobile patterns that worked in short sessions without losing depth.

Design a mobile-first experience that brought Halo Infinite and two decades of legacy titles into a single, coherent product. The focus was reducing cross-platform friction and building navigation that made sense whether a player was coming from Infinite, Halo 5, or MCC.

At a system level, the goal was clarity and speed, supported by an architecture that could evolve with new titles, live updates, and transmedia content. That meant creating a shared structure across games and translating complex console systems into mobile patterns that worked in short sessions without losing depth.

The

PROCESS

The

PROCESS

The

PROCESS

Audience & Player Insights

Research centered on what players expected from a Halo mobile experience. Community feedback, Halo Channel behavior, and stakeholder input pointed to a few consistent needs: fast access to stats, Service Records, Game history, Progression, and franchise updates across titles.

Research focused on understanding what players expected from a unified Halo mobile experience. I reviewed community feedback, Halo Channel usage, legacy behaviors, and stakeholder input to identify core needs: fast access to stats, service records, game history, progression, and franchise updates across titles.


These insights shaped how the app needed to work on mobile. Players wanted familiarity without friction, parity without complexity, and a way to move between Halo Infinite and legacy titles without relearning the experience.

Tooling & Workflow

To support the scale of the product, I transitioned the team from Adobe XD to Figma. It gave us a shared source of truth across design and engineering, improved collaboration, prototypes and enabled a component-driven system that could support Infinite and legacy titles.

Information Architecture

I rebuilt Waypoint’s IA around a single, predictable navigation model that worked across Infinite and legacy titles. Flows were mapped from onboarding through deeper areas like Service Records, customization, and match history.

Tightening the hierarchy and removing unnecessary screens reduced clutter, making it feel natural to move between titles on mobile.

Persistent Navigation System

I introduced a consistent bottom navigation model anchored by Home, Career, Game History, Customization, and Profile. It replaced title-specific menus with a shared structure across Infinite, Halo 5, MCC, and future releases.

While the navigation stayed fixed, visual theming adapted to the active game. Each title kept its identity without altering the underlying UX, so players could move between games without relearning the app.

Wireframes Examples

I led wireframing for Halo Waypoint across iOS and Android, covering onboarding, navigation, Service Records, match history, customization, and Infinite-specific flows, all built on a shared system across titles.

Wireframes were presented and reviewed with design, artists, engineering, and PMs as decision checkpoints. We aligned on tradeoffs early and ensured new work integrated cleanly into the broader architecture.

Home / News Feed

A customizable feed for Halo news, updates, esports, and community content, with filters by title and interest.

Service Record

Clean, mobile-optimized views for wins, skill ranks, medals, arena stats, and campaign progress. The hierarchy mirrors Infinite’s visual language while supporting legacy data formats.

Game Management

Designed a unified title-selection flow with contextual background transitions for each game. I also simplified purchase paths to reduce friction and standardize the experience across titles.

Game History

A session-by-session log that scaled across Infinite, MCC, Halo 5, and Fireteam Raven. The redesigned swipe model replaced static lists and made multi-team sessions easier to explore.

Profile

A streamlined space for account linking, subscription management, badges, and customization assets. This consolidated profile data into a single, mobile-friendly experience.

Halo Infinite Specific Persistent Navigation System

For Halo Infinite, I designed game-specific wireframes that extended the shared Waypoint system while introducing a contextual layer unique to Infinite.

The bottom navigation remained persistent, but the contextual menu shifted based on the active title, enabling flows like Spartan customization and Battle Pass progression without disrupting the core structure.

Halo Infinite- Wireframe Examples

Halo Infinite introduced deeper customization and Battle Pass mechanics than previous titles, requiring expanded mobile support. I designed companion flows that let players manage Spartan customization and progression directly from the app.

Halo Infinite Customization

Designed a mobile-first flow for browsing armor cores, sockets, and items efficiently. The structure mirrored Infinite’s in-game customization while staying aligned with shared Waypoint patterns, keeping loadout management fast on mobile.

Halo Infinite Progression / Battle Pass

Infinite’s progression model introduced Operations and a deeper Battle Pass loop. I designed a companion flow that allowed players to preview rewards, track XP, and move through tiers quickly, preserving in-game parity while optimizing for short mobile sessions.

Key Interaction Pivot After Wireframes

Early wireframes held up in isolation, but testing and prototypes exposed where the system would break. These examples show how I adjusted interaction models after testing.

Scalable Match History

Early testing showed my original Halo 5 match history layout didn’t scale beyond two teams. Multi-team sessions quickly became dense and hard to read on mobile.

I redesigned the interaction into a horizontal swipe model, allowing players to move between teams and details without overwhelming the screen. The final pattern scaled cleanly, improved comparison, and became the version shipped to engineering.

Prototype Example

Early prototypes revealed that placing external links directly into the core app created friction and visual noise. Players came to Waypoint to check stats, progression, and customization. Pushing gear, esports, and universe content into the primary navigation disrupted those core tasks.

To solve this, I spent 30 mins and designed a dedicated Transmedia layer that appears only on demand. Tapping Open reveals a focused secondary navigation for Halo Gear, Esports, and universe content. This approach keeps the main experience clean and task-focused, while still giving players structured access to Halo’s broader ecosystem without leaving the app or losing context.

Adding Transmedia Layer to the UI

Testing & Validation

I partnered with the Microsoft Research team to run usability sessions across iOS and Android builds, validating navigation clarity, onboarding, and cross-title flows. Sessions were conducted in person at Xbox Research and synthesized into an expert report that guided final refinements.

After each user test, I reviewed findings with the research team and translated them into design adjustments before UI refinement and engineering handoff. We tested internally with interactive prototypes and new iOS and Android builds, and when timelines allowed, validated changes again with external user groups before launch.

One clear example was the First Time User Experience. Early testing showed the signed-in flow was too linear and text-heavy. I reduced explanatory copy, shifted toward interaction, and streamlined the sequence. The signed-out experience remained stable, but the signed-in flow became lighter and more exploratory in the final shipped version. I was able to reduce the screen flow count from 40 to 19.

The

RESULTS

The

RESULTS

The

RESULTS

The redesigned Waypoint app shipped alongside Halo Infinite and improved how players engaged with Halo on mobile. A unified navigation model reduced cross-title confusion, and streamlined flows made checking stats, browsing history, and customizing Spartans faster.

Infinite-specific features like Customization and Battle Pass progression fit cleanly into the shared structure, allowing players to move between titles without relearning the experience. The app launched with a 4-star App Store rating and saw increased feature exploration during the launch window.

Behind the scenes, we established a repeatable usability workflow with Microsoft Research that reduced UX exceptions across titles and allowed new features to ship without restructuring the core navigation.

The

TAKEAWAY

The

TAKEAWAY

The

TAKEAWAY

Designing Waypoint reinforced the value of system-level thinking. Unifying navigation across Infinite and legacy titles required focusing less on individual screens and more on structure and consistency players could rely on.

The project also formalized a closer partnership with Microsoft Research, embedding usability testing and expert review directly into the workflow. That reduced risk early and supported the product as it scaled.

The work was later featured in the Inside Infinite interview series, highlighting the design direction and cross-team collaboration behind Waypoint’s launch.

https://www.halowaypoint.com/en-us/news/inside-infinite-june-2021