With a background spanning AAA console titles and interactive entertainment, I’ve designed user interfaces and visual systems that balance functionality, clarity, and immersive storytelling. My work includes front-end menus, in-game HUDs, navigation systems, interface concepts, and production design created in collaboration with multidisciplinary development teams.
• UI/UX Design & Visual Development
• Front-End Menu Design
• In-Game HUD & Interface Systems
• Navigation & Information Architecture
• Concept Development & Prototyping
• Cross-Disciplinary Production Collaboration
• Front-End Menu Design
• In-Game HUD & Interface Systems
• Navigation & Information Architecture
• Concept Development & Prototyping
• Cross-Disciplinary Production Collaboration
SELECTED STUDIOS & PARTNERS
Selected studios, publishers, and development partners throughout my game industry career.
ELECTRONIC ARTS / EA CHICAGO
Electronic Arts / EA Chicago · UI/UX · Front-End Design · Interactive Visual Systems
Lead User Interface Artist
Lead User Interface Artist
DEF JAM ICON
Def Jam: Icon approached the traditional game front end as an extension of the game world itself. Built around a surveillance concept in which the artists were being monitored by agents, I translated that direction into an immersive front-end experience driven by music, motion and story progression.
The hand-illustrated cityscape served as the foundation of the interface, with environmental elements animated to react and move with the soundtrack. Rather than transitioning between static menu screens, navigation moved through the environment from location to location, creating the feeling of exploring a connected world.
NBA STREET VOL 2.
Designed UI and front-end elements for NBA Street Vol. 2, creating bold, arcade-inspired interfaces that complemented the game’s energetic street-basketball aesthetic. Work included menu systems, player and team selection, court and event selection, and supporting gameplay UI.
Across three Fight Night titles, I helped evolve the franchise’s UI and visual presentation as the series expanded in gameplay, customization and overall player experience.
FIGHT NIGHT 2004
Designed front-end UI and gameplay interface systems for the launch of EA Sports’ Fight Night franchise, including menu navigation, boxer creation, training interfaces, controller layouts, loading screens and in-fight HUD elements.
FIGHT NIGHT ROUND 2
Developed a front-end visual direction inspired by vintage boxing posters and classic fight ephemera. Aged paper textures, distressed typography, memorabilia-inspired graphics and physical objects carried the aesthetic across career progression, training, character customization and supporting UI systems.
FIGHT NIGHT ROUND 3
Developed a more cinematic front-end visual direction inspired by aged film and boxing history. Animated film treatments, transitions, typography and atmospheric motion were integrated throughout the interface, creating a dynamic presentation that complemented the intensity of the in-ring experience.
DAY 1 STUDIOS
F.E.A.R. Series · Fracture · Gotham by Gaslight
Senior UI Specialist · UI/UX · Front-End Design · HUD & Interactive Visual Systems
Senior UI Specialist · UI/UX · Front-End Design · HUD & Interactive Visual Systems
GOTHAM BY GASLIGHT
CONCEPT UI / VISUAL DEVELOPMENT
CONCEPT UI / VISUAL DEVELOPMENT
Created UI concepts for Day 1 Studios’ Gotham by Gaslight pitch, reimagining Batman within a dark Victorian-era, steampunk-inspired Gotham. The interface combined aged metals, clockwork mechanisms, ornate typography and handcrafted details to extend the game’s alternate-history world into the player experience.
Custom Bat emblem constructed from clockwork and metal elements to reinforce the Victorian steampunk aesthetic.
PRESS RECOGNITION
The UI concepts helped bring the previously unreleased project to public attention, with gaming press highlighting the steampunk interface work and custom clockwork Bat emblem. The canceled title was subsequently covered by major gaming publications.
PRESS COVERAGE
SHACKNEWS · GAME INFORMER · SILICONERA
SHACKNEWS · GAME INFORMER · SILICONERA
F3AR
USER INTERFACE ARTIST · UI / VISUAL DEVELOPMENT
USER INTERFACE ARTIST · UI / VISUAL DEVELOPMENT
Designed UI and front-end elements around the concept of Alma being under constant surveillance, using security-camera imagery, scan lines, distorted video and layered environmental footage to establish the visual language. Work included menu systems, multiplayer interfaces, scoring, instructional screens and gameplay HUD elements, reinforcing the game’s unsettling psychological-horror atmosphere.
FRACTURE
USER INTERFACE ARTIST · UI / VISUAL DEVELOPMENT
USER INTERFACE ARTIST · UI / VISUAL DEVELOPMENT
As part of the UI team for Fracture, I helped develop a futuristic interface reflecting the conflict between human and genetically enhanced cybernetic factions. DNA imagery, technical data, translucent overlays and high-tech typography were integrated throughout the front end, reinforcing the game’s themes of genetic manipulation, advanced technology and a divided future.
ROBOMODO — TONY HAWK’S PRO SKATER HD
Front-End UI & In-Game HUD Design
Collaborated with the Art Director to develop and establish the visual direction for Tony Hawk’s Pro Skater HD UI, modernizing the franchise while retaining its iconic skate-culture identity. Designed early interface concepts through final front-end menus and in-game HUD elements, including skater selection, board shop, customization, progression and gameplay systems.
Early interface concepts developed in collaboration with the Art Director while establishing the game’s final UI direction.
ADDITIONAL ROBOMODO CREDIT
Big League Sports (2011) · UI Design
Big League Sports (2011) · UI Design
PHOSPHOR GAMES — UNANNOUNCED WALKING DEAD PROJECT
Concept Design · Moodboards · Visual Development
Developed early visual direction and UI concepts for an unannounced Walking Dead console project at Phosphor Games. Created moodboards and menu explorations using distressed textures, environmental imagery, handwritten typography and stark red accents to explore a gritty, survival-driven visual language for the game’s front end.
WIDELOAD GAMES/DISNEY INTERACTIVE — MARVEL XP
UI DESIGN · ICONOGRAPHY · VISUAL DEVELOPMENT
Designed UI assets and interface systems for Marvel XP, including character icons, in-game iconography, menu screens and supporting interface graphics. Translated Marvel’s character-driven universe into a cohesive digital interface with clear visual hierarchy and usability across menus and gameplay features.