
HALO STUDIOS
BEYOND UI ART
Over the past five years, my role expanded significantly beyond UI Art and Visual Design, additionally performing the following roles below.
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Due to the nature of the work, contributions cannot be shown.

UI DESIGN DIRECTION
I owned and drove the design direction for UI visuals, created in-depth style guides, concepts for all areas of the menus and UI, a robust Figma library, and examples through complex Figma prototypes and clickthroughs. I fostered partnerships with different disciplines in the studio, to ensure alignment. Was a key stakeholder for approving external vendor deliverables.

UI TECHNICAL ART
My UE5 UI work includes creating widget blueprints and their layouts, UI materials and instances, SDF materials, UI post-processing materials, animation within materials and widgets, authoring texture assets, ensuring in-engine widgets are a 1:1 match with design direction.

UI TECHNICAL DESIGN
My UE5 UI work includes basic node graph scripting within widget blueprints, creating functions, blueprint class creation, visual states, aligning with engineering to ensure parameters and names match code (and vice-versa).

UX DESIGN
I designed interaction flows and prototypes in Figma, identified key visual states and edge cases for complex game systems and features.