
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 background in illustration. I’m passionate about collaborating with professional and creative teams to develop outstanding, visually engaging products.
Qualifications:
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Specialized in UI design from initial mockups to polished final UI
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Specialized in concept design for character, environments, creatures, props, and vehicles
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Marketing and promotional art for studio projects
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Classically and academically trained in drawing, painting (both traditional and digital), storyboarding, layout, and life drawing as they relate to videogame industries
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Highly adaptable to different art styles, software and pipelines
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Over 20 years experience as a professional artist. Self motivated and experienced artist, who enjoys working with other teammates
Work Experience:
UI Designer - System Era Softworks (May 2025 - Dec 2025)
STARSEEKER: Astroneer Expeditions
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Designed, iterated, and prototyped the UI visuals in multiple areas. From mockup to motion graphics.
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While fully remote, collaborated cross-functionally with design and code to ensure smooth implementation and complete final delivery.
UX Designer - Gearbox Software (January 2022 - April 2025)
Borderlands 4
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Designed, documented, and prototyped the visuals and functionality of the user interface in multiple areas. From wireframes to motion graphics
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Cross-discipline collaboration, with coding and design to deliver high-quality product features
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Identified pain points and problems. Designed and solved for better feature and product release
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Translated user research into actionable designs. Like, accessibility.
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Assist game scripting, testing, and bug fixes of project
UIUX Designer - Hardsuit Labs (April 2016 - January 2022)
Bloodlines 2, Marvel Heroes Omega, Killing Floor
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Developed multiple UI features from prototype to final polish, focusing on functionality and visual consistency
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Designed and implemented user interfaces using wireframes, flowcharts, and lean UX techniques
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Created high-quality graphics, iconography, and motion graphics to support user experience goals
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Collaborated cross-functionally with design, code, and art teams to ensure cohesive implementation and final delivery
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Specialized in UI/UX design with strong emphasis on usability, clarity, and player engagement
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Produced iconography and graphic assets for in-game UI and system navigation
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Delivered illustrations and graphic designs for marketing, advertising, and web development
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Skilled at identifying problems, communicating solutions clearly, and driving design improvements efficiently
Senior Artist - Vicious Cycle Software (June 2008 – October 2015)
Cartoon Network, Dreamworks
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Produced 2D art, iconography, UI design, and illustrations.
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Cross-team collaboration to iterate and implement UI designs.
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Developed artwork for mood boards and concept art breakdowns for environment and character design.
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Assisted art department and art director with feedback and reviews.
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
Miro
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