Events System + Reward Shop — UI Architecture | Apex Legends · Multiple Seasons
Events System + Reward Shop — UI Architecture | Apex Legends · Multiple Seasons

Apex Legends runs seasonal events year-round — limited-time modes, collection events, reward shops, and themed experiences that are central to the game's live-service cadence. The previous events system was inflexible, making each new event a largely manual effort that didn't scale.
I led the architectural groundwork for a full revamp of this system, designing it in two deliberate layers. The first was the event holder — a modular container built to support any number of event sections, currencies, and reward types without requiring structural changes for each new release. The second was the reward shop, the first feature to ship on the new foundation, which introduced Apex Legends' first temporary event currency — a new concept for the game at the time.
The system was designed intentionally for extensibility. Once the foundation was in place, other engineers and designers could build new event sections and reward types as continuations of the same architecture. The events that have shipped across multiple seasons since are built on this groundwork — a result of deliberate upfront planning and hands-on mentorship of the team that carried it forward.

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