BKOM UX & UI


With a wide variety of projects, I was able to direct and support in multiple ways on each project. My involvement varies from pre-planning, UX/UI direction, production work creating wireframes and/or mockups, integrating UI in Unreal, and play testing.

HEROES OF TWILIGHT WIREFRAMES
The game team wanted to implement a new Seasons feature. I did a competitive analysis with successful games such as Brawl Stars and created wireframes based on requirements and current UX patterns.

Heroes of Twilight

THICK AS THIEVES
This PvPvE multiplayer stealth game has a huge focus on immersive UX/UI. I had a lot of fun researching and designing unique intuitive ways we can cater information to the users.

Thick as Thieves

PATHFINDER: ABOMINATION VAULTS
I had the opportunity to work on all facets of this game. We wanted to explore new processes where I integrate the UX, UI, and UI animations into the Unreal engine as soon as possible so we can get a feel for the game and evolve the UX/UI together.

Pathfinder: Abomination Vaults

LEGO DISCOVERY CENTER: ROCKET LAUNCH
Lego is a very important client, so I was closely involved in this project working alongside the Producer and UX and UI Designers. With my spatial design knowledge and accessibility in mind, we designed the physical space, the Lego consoles, the UX/UI screens, and the beginning to end interactive experiences.


CHICK-FIL-A PROMO GAME
This game was hosted within the existing Chick-fil-A app. It needed to have a seamless look and feel with the existing brand, but still stand out as a game. The target audience was also much larger than the usual gamers as every Chick-fil-A customer could potentially play this game. I worked on the UX and completed the rest of the UI.

Chik-Fil-A

3D MODEL IMAGE APP
This is a very unique app in what was required and its purpose. I worked on both the UX and UI designing the core loop with the project team.

3D Model Image App

SUNDAY GOLD
Sunday Gold was halfway through production when I joined BKOM. There were some areas of the UX and UI we had to redesign, such as the HUD and minigames, where I provided guidance and direction.

Sunday Gold

ZORRO
I also joined halfway through production for this hack and slash game. It required a UI redesign because the current UI didn't quite align with the art direction. I worked with the UI designer and helped design mockups and improve the UX/UI.

Zorro

PATHFINDER: GALLOWSPIRE SURVIVORS
I mainly focused on the UX/UI direction for this game overseeing the UX and UI designers on their wireframes and mockups.

Pathfinder: Gallowspire Survivors

USABILITY/PLAY TESTS
Usability and play tests are a vital part of my processes. I organized, gathered and utilized the valuable information to make data-driven decisions on where to improve the user experience.

Play tests

DESIGN SYSTEMS
Creating these systems helped centralize our UX/UI information and details in order to bridge gaps and align with all departments.

Design systems

SHRAPNEL WHITE PAPER
I was the only designer that was familiar with InDesign, so I was asked to help design Shrapnel's white paper. While working on the white paper, I also worked closely with the client to help define their brand.

Shrapnel Whitepaper