Garrett Knights

Senior UI Artist II

Not a Sequel

Over fifteen years of creating and contributing high quality UI art assets and mockups on or ahead of time, with a focus on optimization and tech constraints. Experienced in developing mood boards, high-level creative concepts, and presenting look-and-feel proposals to directors. Able to create polished, engaging UI assets that maintain, or build upon, established art direction while accomplishing UX design goals.

PROJECT NAME

Apex Legends


● Coordinate with engineering to audit and reduce UI art footprint as memory constraints increased, retroactively reducing sizes of problematic textures as well as providing guidance for avoiding future texture bloat


● Consult with colleagues on UI art team for process and tool changes, create wireframes and flows, and submit solutions with user stories to engineering team to measurably increase efficiency and output


● Create and update over two dozen new and deprecated internal content creation guides


● Provide specific, descriptive, and actionable feedback to External Development to establish stronger working relationships with our partners and their management


● Create a monthly UI and Live Art showcase to present to the entire Apex team to celebrate and make visible the work of both teams


● Mentor UI artist intern, pushing for their involvement with meaningful art development, provided coaching and education, leading to their eventual hiring as regular full-time employee

PROJECT NAME

skate.


● Work alongside the Art Director to gather UI reference materials, create mood boards, determine color palettes, visual pillars, and propose typography options


● Take on a more UX-focused role, learning and expanding on skills to include user stories, UX surveys, and interactive grey-box prototypes


● Determine universal font and widget sizing based requirements to deliver game on PC, HD, and mobile platforms while adhering to accessibility recommendations and requirements


● Mentor UI/UX generalist intern, giving constructive feedback and challenging them to explore varied aesthetic choices, leading to their eventual hiring as regular full-time employee


● Outline entire pre-production timeline for UI art development based on cross-discipline requirements (UX, tech art, scripting) and anticipated delivery needs for shippable, high-fidelity component library

PROJECT NAME

Battle for Neighborville


● Create three look-and-feel proposals to present to leadership; finalize approved look for start of production


● Work with multiple disciplines to streamline UI asset pipelines for bulk creation, editing, and import into game


● Create multiple HUD elements for a wide variety of game modes, balancing a sense of irreverence and fun with clear presentation of game state and information to users


● Deliver 6 Content Updates over 12 months; included customization assets, marketing beats, monetization promotions, new characters, and new game modes


● Manage and help develop careers of three other Experience Designers

Art and Aesthetics

Graphic design, iconography, typography, screen composition, motion graphics

Look Development

  • Reference gathering, high fidelity mockups, style guides, atomic design principles, accessibility

Team Dynamics

  • Strong written and verbal communication skills, mentorship, presentation and articulation of visual/UI goals, collaborative approach with UX

Software

Adobe Creative Suite (Photoshop, Illustrator, After Effects), Figma, visual scripting/schematics based UI system (Frostbite), Slack, Perforce, Jira