Menu Design & Integration
Strategy
With no prior professional art experience, I was brought onto Rainbow 6 Siege for my niche expertise in Ubisoft’s in-house UI integration tool to facilitate a massive overhaul to the game’s entire UI.
During this time, I integrated and updated a large part of the game’s UI myself, but was also a key contact for my coworkers and seniors, helping them analyze the feasibility of their design plans and strategize efficient ways to implement them. My work enabled the entire 20 person UI team to coordinate on a beautiful, distinctive, performative, scalable, and stable UI system without damaging the integrity of an on-going live service game.
For ease of use and scalability, I designed a system where all interactable menu elements use the same two widgets: Foreground & Background with a necessary split between art and functionality.
Foreground handles: Focus Anim FX, SFX, Input Detection, Hitbox, UI Input Action Icon
Background handles: Background Colour, Focus Resize Calculation, Dropshadow
For each interactable item in the game, all the artist needs to do is add these two pre-made widgets, connect their properties together, and then sandwich specific art for their feature between them. The widgets have custom options for properties like size, animation flags, and sfx that the artist can set to suit their feature’s specific needs on a per-instance basis.
Realism
Rainbow 6 Siege - Elite Skin Badges
Blender
Art Direction
XDefiant Playercards
The Playercard feature for XDefiant spanned across four studios (San Francisco, Osaka, Sydney, and North Carolina). I worked as Art Director for the feature, in charge of creating and communicating the design of these cards, coordinating between the studios, and managing a months long feedback loop to ensure the cards’ quality.
Grim Scythe Moodboard
Grim Scythe Final
Molten Moodboard
Molten Final
Papercraft Spring Moodboard
Papercraft Spring Final
Super Villain Moodboard
Super Villain Final
Art - Vector
Rainbow 6 Siege - Operator Icons
XDefiant - Badges
When I was brought into the badge feature for XDefiant, it had already been delayed 2 seasons due to there not being a solution to solve the art demand of the feature in an efficient way.
The feature (a hidden achievement system which rewards “badges” that the player can display on their profile) would demand art for 60-100 new badges per season, so my first goal was to propose systems in which a series of photoshop treatments could be applied quickly to any vector art. I developed such systems for a variety of real-world collectable item styles, using the Nasa logo as a test.
In the end, it was decided that our badges would be upgradable stickers. The base art was made as vectors for scalability and future merchandising potential, to which a series of photoshop layers could be applied in less than 5 minutes per badge to denote rarity (gold, holographic, worn).
Vector Files
Final Art
Indie Development & Contract Work
Last Call (Surco Games)
Oct 2025 - May 2026
Last Call is the working title for a sci-fi bartending sim vertical slice. This is Surco Games’ first project and is developed by a team of 6 (myself as UI/UX, the founder, a sound designer, an engineer, a game designer, and a character/background artist).
Solo Development
Seasons Turning
Seasons Turning is a farming/life sim focused on exploration and immersion. My goal with the project is to introduce the cozy gaming community, many of whom only recently began playing games, to mechanics and concepts from the games I loved when I first started playing, mainly the world exploration and puzzle mechanics of 2D Zelda.
As a solo dev, I’m responsible for every aspect of the game, from sfx to art, programming to shaders, design, marketing, and user research. The full scope of the project and detailed update videos can be found on this website’s main page or the game’s Steam page. The game is currently halfway through an estimated 4 year development cycle.
Thank you for checking out my work !~