
He did not before. The idle he was given is a humanoid clip - it carries muscle curves, not per-bone curves - and the component playing it could only read the second kind, so he stood perfectly still while the menus were built around him. He breathes, shifts and settles now.
The menu scene shipped with a camera, the interface and nothing else, so every screen was drawn on a flat slab. There is a set behind the interface now: a floor with a pool of light where he stands, a backdrop far enough away that the frame ends in a surface, light shafts angled through the dark, and haze along the ground for his boots to disappear into.
The Home screen was rebuilt around him. It used to fill all three columns, which left a character behind it nowhere to be - profile and loadout are on the left rail, the map and DEPLOY on the right, and the middle belongs to him.
They were rectangles with a one-pixel border. They are cut at the corners now, and the primary action carries chevrons pointing the way it takes you.
Three faults in the menus can be measured rather than argued about, and the last two of them were invisible to the checks that existed:
All eight menu screens now report zero of all three.
Presentation only - nothing about gameplay, matchmaking or progression changed.