
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:
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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 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)
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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
Borderlands4 (coming September 2025)
UIUX Designer - Hardsuit Labs (April 2016 - January 2022)
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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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Self-sufficient and collaborative, working effectively across development, design, and engineering teams
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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)
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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.
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)
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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)
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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)
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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