As the operator of a one-person indie studio called XLCR Studios, my job is to design and develop games, and work with 3rd parties for outsourced assets and funding opportunities.
As Xbox Avatar Editor started getting close to shipping, I was brought on to the team to polish the visuals of the interface by using a combination of my UX design and UI development skills.
As a prototyper for Microsoft Edge, my responsibility was to create rapid prototypes using UWP XAML and C# to prove design theories and technical feasibility for new product features, often with a 1 to 2 week turnaround. Later, as the needs of the project changed, my role changed to that of a UX Design Developer that delivered production-ready XAML and C++ bug fixes to improve the visual craftsmanship of the live end user product.
Before Magic Arena was officially in development, I was part of a task force of designers who conceptualized and prototyped core aspects of the Magic digital experience as well as potential feature offerings.
At Wizards of the Coast, I wore many hats with a broad range of responsibilities. Most prominently, my role was oriented around the creation of new digital content for every Magic: The Gathering expansion released on Magic Online, however, I also served as an art director, project manager and person-in-charge to collaborate with multiple teams/disciplines to facilitate the creation and delivery of new game features and hundreds of high-quality assets per release for more than 20 expansion product releases.
When it was time to update and overhaul the Wizards Accounts web service, I turned the provided wireframes into developer-consumable design specs that had been designed, styled and redlined. I also designed graphics for print and digital, like the player identification (DCI) cards.
Passionate UX/UI designer and engineer for desktop, game console, web, mobile and proprietary devices, specialized in providing high quality user experiences, polished visuals and clean code in collaborative multidisciplinary teams
Accomplished prototyper capable of adapting user feedback and actionable data into successful, shippable product features
Comfortable working in most Adobe software (especially Photoshop and Illustrator), Visual Studio, Unreal Engine 4, Unity, C#, C++, JavaScript, HTML, XAML (UWP, WPF and Silverlight), XML, JSON, Git, Confluence, JIRA and other team management tools
Effective team-driven, detail-oriented, written, visual and verbal communicator, who frequently acts as a liaison to improve collaboration and communication between designers, engineers and project managers
Numerous successes in team leadership and sole-owner, high-accountability roles