I was a Senior UI Artist/Designer at PlayStation's San Diego Studio. I was working on Kill Strain, a unique 4 vs 2 vs 4 team Free-to-Play title on the PlayStation 4. I worked directly with a small team of an Art Director, Concept Artists, Game Designers, UI Engineers and 3D artists to implement the front end menus, in game UI, and post round rewards, marketplace and all other screens that need User Interface content. All menu screens, icons, Augment Icons, character abilities, medals, trophies, and UI related content are designed by myself and one other Senior UI Artist.

I was also the lead UI Artist/ UX Designer on another unannounced PS4 title that was unfortunately canceled when our internal division at PlayStation was shut down in 2015.

Kill Strain main menu.

Kill Strain main menu.

The previous two screens show the Character Select and marketplace page for purchasing Skins. I also added a "Favorited" state for characters in your inventory to indicate to the players that the Human or Mutant character that was currently in their loadout in the Character Select screen.

I was tasked with coming up with a new layout for the Marketplace and how to make the Upsell for the character bundle more interesting. I mocked this version up to reflect more of a "Versus" scene and laid out all the characters on one plane that lo…

I was tasked with coming up with a new layout for the Marketplace and how to make the Upsell for the character bundle more interesting. I mocked this version up to reflect more of a "Versus" scene and laid out all the characters on one plane that looked like reflected glass. The Character bundles and in-game notifications now follow a similar style.

V1 versions of the Augment Frames. The Augment designs went through several rounds of revisions and design docs. In the end we went with a consistent frame that was gradually mutating. We did away with purchasable Legendary Augments, as well. They w…

V1 versions of the Augment Frames. The Augment designs went through several rounds of revisions and design docs. In the end we went with a consistent frame that was gradually mutating. We did away with purchasable Legendary Augments, as well. They were originally designed to stand out differently from all other rarity frames.

V2 version of the Augments including their rarity levels and their Trigger and Effect Icons. The Rarity, Trigger Icon (lower right icons), and Effect Icons (center icons) are all dynamic based on design.

V2 version of the Augments including their rarity levels and their Trigger and Effect Icons. The Rarity, Trigger Icon (lower right icons), and Effect Icons (center icons) are all dynamic based on design.