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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 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 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
  • Designed, iterated, and prototyped the UI visuals in multiple areas. From mockup to motion graphics.

  • 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
  • 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

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UIUX Designer - Hardsuit Labs (April 2016 - January 2022)
      Bloodlines 2, Marvel Heroes Omega, Killing Floor
  • 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

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

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Senior Artist - Vicious Cycle Software (June 2008 – October 2015)
      Cartoon Network, Dreamworks
  • 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.​​

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

Copyright © 2026, Ivan Moy. All rights reserved

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