During my time at Lost Boys Interactive as a UI/UX Artist, I worked on WWE 2k titles including WWE 2k23, WWE 2k24, and a third unannounced title. Over the last two and a half years I was the primary UI Artist on MyGM mode of WWE, and in the last year worked as the Lead UI Artist on MyGM Mode. This was my first major role in the AAA gaming industry and I learned invaluable lessons and gained an exceptional amount of experience having been a key player in WWE 2k's development.
GM Mode Pod (Engineering, Game Design, UI Design, Production, QA)
Figma, Adobe Illustrator & Photoshop, Adobe AfterEffects, Custom Proprietary Engine, Perforce, Confluence
UX Design, UI Design, Animations, Prototyping, UI Implementation, Art Tasking/Planning
Due to the nature of a yearly sports game's development cycle, I became extremely comfortable working with fast-paced deadlines in an agile environment and being able to switch priorities quickly. In my day to day work I was communicating with stakeholders and presenting solutions to non-design audiences, participating in UI team design reviews, collaborating closely with engineers, product owners, game designers, producers, and fellow UI artists, to iterate on designs and carry out features from ideation to final implementation.
MyGM Mode, is a mode in WWE 2K where the player acts as the General Manager of a WWE Brand. They select which GM they want to play as, their Brand, Draft Superstars for their roster, earn power cards, and put on Shows every week to try to be the winning GM at the end of the game.
In my role as a UX/UI design lead, I worked with our Art Director to plan the Art Department’s scope commitments and tasking, in addition to my key role as an Individual Contributor. My main process included feature breakdowns, creating wireframes, prototypes, conducting brief usability testing, developing high fidelity UI screen mockups, implementing UI screens in our proprietary game engine, creating assets such as icons and splash images, developing moodboards and visual design, and creating highly detailed storyboards for handoff to developers. Although I can't go into much detail here due to my NDA, I would be happy to chat more about my process and in depth screen work on WWE in an interview.