About

Who Am I

UI/UX & Designer and Artist

“A user interface is like a joke. If you have to explain it, it’s not that good.” — Martin Leblanc

I am a firm believer in the mantra "Form follows Function." For example, if a player is meant to interact with a button, it should look like a button. That player should have a hard time resisting the desire to push it. However, the player also needs enough information so that they are not paralyzed as to what the result may be from pushing it.


Skills

  • Knowledge - Expertise with Photoshop | Illustrator | After Effects | XD
  • Creativity - Consistent iteration and problem solving skills
  • Control - Familiarity with Perforce and Version Control
  • Agile - Quick study, If I don't know it yet, I'll learn it
  • Planning - Experience with Jira, Agile, and Kanban
  • Languages - Knowledgable of HTML/CSS/XAML/XML/QML

Fun Facts

  • Deadspace - Fav. Game UI
  • Hockey - Plays Center/Left Wing
  • Bad Religion - Fav. Band
  • MLK Jr - Same Birthday
  • Black/White/Red - Fav. Color Scheme
  • Tattoos - Sixteen (and counting)
  • The Goonies - Fav. Movie
  • Lead Singer - in 90s Cover Band

Resume

Where I Have Been

Ryan A. Pearson

Objective

I am a passionate industry veteran with 13+ years specializing in UX/UI Design and Art. I am seeking a collaborative, innovative environment to help craft the next generation of User Interfaces.

Professional Experience

May 2022 - Present @ Skydance Games

Senior UI/UX Designer

The Walking Dead: Saints and Sinners Chapter2; Behemoth; Unannounced Game

  • Using Figma/Miro I am currently responsible for wireframing and designing player interaction, creating flow charts and visual storyboards and mockups to communicate player interaction in a VR environment.
  • With Photoshop/Illustrator I created advanced designs and graphic elements and assets. I also helped create styleguides to help communicate the look and feel of the game.
  • With the Unreal Engine I assisted engineers and gameplay designers in the creation and implementation of various blueprints, buttons, layouts, and features.

April 2021 - May 2022 @ Global Worldwide

Senior UI/UX Designer

Kingdom Maker

  • I was responsible for designing UI Systems and creating visual mockups.
  • I helped create documents and style guides to help create the look and feel of the game.
  • I assisted with the implementation of layouts and assets in Unity.

2019 - 2020 @ Intrepid Studios

Senior User Interface Artist

Ashes of Creation Apocalypse  |  Ashes of Creation

  • As the sole User Interface Designer and Artist of the up and coming MMORPG Ashes of Creation, I was responsible for the look and feel of the game's interface and the creation of the styleguide.
  • During my tenure I collaborated closely with other artists in order to meet deadlines and ship the pre-Alpha on time.
  • My duties included the creation of flow-charts, wireframing prototypes, and final art assets for both the Battle Royale game Ashes of Creation Apocalypse as well as the MMORPG Ashes of Creation.
  • I participated in media campaigns and on-camera live streams to showcase my work to the general public.

2015 - 2019 @ Blizzard Studios | Team Diablo

User Interface Designer

Diablo IV

  • During this time I was responsible for designing, implementing, and iterating on new interfaces for a myriad of systems for Diablo IV as well as an unreleased Diablo Project.
  • My contributions included designing social presence, notifications, chat, and other in-game related player interactions.
  • The Hero Selection screen of the Blizzcon Demo was an interface that I was particularly passionate about. I coached, encouraged, and collaborated personally with the artists and designers.

User Interface Artist

Diablo III: Reaper of Souls  |  Diablo III: Ultimate Evil Edition  |  Diablo III: Rise of the Necromancer  |  Overwatch  |  Heroes of the Storm – Tracer Pack

  • I was responsible for creating, designing, scripting in XML/XAML, and implementation for countless User Interface features for the Diablo team.
  • For four months, I was the sole UI Artist/Designer on the team.
  • Additionally, I was temporarily assigned to the Heroes of the Storm team for the Tracer Pack and the Overwatch team to assist with design, art, and implementation in order to assure those projects shipped on time. During my tenure on both teams, I helped design and implement frontends, social screens, victory cards, and various HUD elements.

2007 - 2015 @ Blizzard Studios | Battle.net

Associate Technical Artist

Battle.net Desktop App

  • I designed interfaces, created art, animated, scripted in QML, and implemented various interactions and art assets for the Battle.net Desktop App.

Associate Artist

Starcraft II: Wings of Liberty  |  World of Warcraft: Cataclysm  |  World of Warcraft: Wrath of the Lich King  |  World of Warcraft: The Burning Crusade  |  Diablo III

  • I was on multiple incubation teams which would eventually become the Battle.net App team.
  • I was responsible largely for the implementation, layout, and creation of art assets for various installers, launchers, webpages, and public facing tools.

Portfolio

What Have I Done

Contact

How Can You Contact Me

Social Profiles