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Hi, I'm Ivan. For the past twenty years, I’ve specialized in creative communication for players and users through innovative design, visual development, motion graphics, storyboarding, and iconography. My core expertise lies in UI/UX design and UI art, supported by a strong background in illustration. I’m passionate about collaborating with professional and creative teams to develop outstanding, visually engaging products.

Qualifications:

  • Specialized in UI design from initial mockups to polished final UI

  • Specialized in concept design for character, environments, creatures, props, and vehicles

  • Marketing and promotional art for studio projects

  • Classically and academically trained in drawing, painting (both traditional and digital), storyboarding, layout, and life drawing as they relate to videogame industries

  • Highly adaptable to different art styles, software and pipelines

  • Over ten years experience as a professional artist. Self motivated and experienced artist, who enjoys working with other teammates

 

Work Experience:

UX Designer - Gearbox Software (January 2022 - April 2025)
  • Designed, documented, and prototyped the visuals and functionality of the user interface in multiple areas. From wireframes to motion graphics

  • Cross-discipline collaboration, with coding and design to deliver high-quality product features

  • Identified pain points and problems. Designed and solved for better feature and product release

  • Translated user research into actionable designs. Like accessibility,

  • Assist game scripting, testing, and bug fixes of project

Borderlands4 (coming September 2025)

UIUX Designer - Hardsuit Labs (April 2016 - January 2022)
  • Developed multiple UI features from prototype to final polish, focusing on functionality and visual consistency

  • Designed and implemented user interfaces using wireframes, flowcharts, and lean UX techniques

  • Created high-quality graphics, iconography, and motion graphics to support user experience goals

  • Collaborated cross-functionally with design, code, and art teams to ensure cohesive implementation and final delivery

  • Specialized in UI/UX design with strong emphasis on usability, clarity, and player engagement

  • Produced iconography and graphic assets for in-game UI and system navigation

  • Delivered illustrations and graphic designs for marketing, advertising, and web development

  • Self-sufficient and collaborative, working effectively across development, design, and engineering teams

  • Skilled at identifying problems, communicating solutions clearly, and driving design improvements efficiently

Call of Duty: VANGUARD (XOne, PS4, PS5, PC) 2021

Bloodlines 2 (unreleased)

Crash Bandicoot 4 (cross platform) 2020

Marvel Heroes Omega (XOne, PS4, PC) 2017
Killing Floor 2 (
XOne, PS4, PC) 2016

​​

Senior Artist - Vicious Cycle Software (June 2008 – October 2015)
  • Produced 2D art, iconography, UI design, and illustrations.

  • Cross-team collaboration to iterate and implement UI designs.

  • Developed artwork for mood boards and concept art breakdowns for environment and character design.

  • Assisted art department and art director with feedback and reviews.

Despicable Me (Wii, PSP) released 2010

Earth Defense Force: Insect Armageddon (Xbox360, PS3) July 2011

Ben10: Galactic Racing (Xbox360, PS3, NDS, 3DS, Wii) Oct 2011

Madagascar 3 (X360, PS3, Wii) June 2012

Ben10 Omniverse (X360, PS3, WiiU) Nov 2012

Turbo: Super Stunt Squad (X360, PS3, WiiU) July 2013

Pac Man Ghostly Adventures  (X360, PS3, WiiU) Oct 2013

Adventure Time Finn and Jake Investigations (XOne, PS4, Steam, X360, PS3) Oct 2015

Kung Fu Panda3: Showdown of Legendary Legends (XOne, PS4, Steam, X360, PS3) Nov 2015

 

Concept Artist - Secret Level/Sega (October 2006 – October 2007)
  • Visual Development and Concept Art

Marvel's Iron Man (Xbox360, PS3) 2008

Golden Axe: Beast Riders (Xbox360, PS3) 2008

 

Production Artist - TerraGlyph Interactive (Sept 2000 – March 2001)
  • 2D Animations, environments, and textures

 

Scooby Doo! Classic Creep Capers (N64 ) 2001

Blue’s Big Musical (PSone) 2001

 

Production Artist - Valkyrie Studios (Sept 1997 – November 1999)
  • 3D Modeling and Animation, characters and environments

 

Septerra Core: Legacy of the Creator (PC ) 1999

Skills:

Agile Development

Team Building

Team Communication

Remote Self-Sufficient

Problem Solving and Prioritization

Techical

Unreal Engine

Adobe Photoshop

Adobe After Affects

Adobe Illustrator

Figma

Perforce

Motion Graphics

Education:

Bachelor’s of Fine Arts, Illustration

Academy of Art University - San Francisco, CA

     September 2001 – May 2006

Associate's of Art, Digital Media

Full Sail University - Winter Park, FL

     May 1997

Copyright © 2025, Ivan Moy. All rights reserved

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