Rare - Sea of Thieves Guilds UI

Joining Rare as a UI Engineer on Sea of Thieves, I helped build Guilds, the headline social feature for Season Ten. Working in TypeScript, CSS, and Sass on Coherent Gameface inside Unreal Engine, I built the guild creation flow, branding customisation, and Guild Chronicles screens, and optimised the UI unit test runner to cut test execution time by 30%.

The Challenge

Guilds let up to 24 players form a shared crew, pledge ships, and track their collective progress. Unlike purely local HUD elements, creating and managing a guild required the frontend UI to talk through Unreal Engine C++ to remote Xbox and Rare backend services.

Because players could type custom guild names, pick branding and colours, and browse live activity logs across PC and Xbox consoles, the UI had to handle asynchronous validation, network errors, and loading states cleanly while staying fast on console hardware.

The Stack

The Solution

Guild Creation, Name Validation, and Chronicles

Working closely with designers and engine programmers, I translated Figma designs into TypeScript components and defined the data contracts connecting the UI, Unreal Engine, and remote services.

Sea of Thieves UI showing Guild Chronicles
The Guild Chronicles screen, displaying a live log of crew voyages and milestones.

My main focus was the Guild creation and customisation flow:

Cutting UI Test Runtime by 30%

Sea of Thieves had a large suite of Jasmine unit tests running in a browser environment, and slow test runs were bottlenecking both local development and CI builds.

To find out where the time was going, I instrumented the test runner with custom logging and wrote a script to analyse the output logs across the suite. By inspecting the data, I traced the slowdown to a combination of test runner configuration settings and deep promise tracking that was consuming excessive memory and CPU time on every spec. Updating the runner configuration and disabling deep promise tracking reduced total unit test runtime by 30% and lowered memory usage across CI builds.

Following the launch of Season Ten, I moved onto Rare's next title, Everwild, to prototype its inventory HUD and build a bespoke spatial navigation system, before returning to Sea of Thieves to build Custom Seas and Enhanced Headphone Mode.

Technical Contributions