Role as a UI Designer
I took the wireframes done by the wonderful Senior UX Designer, Amy Skopik, and iterated said mockups until approval by Art Director, Bill Yeats. I’d show various states along with showing the major differences between PC and Console. Working with an older game that has an established UX/UI I kept in mind that I needed to reuse as many UI assets as possible and only introducing new UI art when necessary. I also interact heavily with the Outsourcing team to give feedback on the work sent over. I would also setup templates, give directional feedback, & final approval for said work.
All Copyrights of this artwork and the game, Neverwinter, belongs to Cryptic Studios, Perfect World, along with Dungeons & Dragons/Wizards of the Coast.
Battlepass Feature - UI Designer
While working on various areas of the UI during my time at Cryptic Studios. One of the most memorable ones was during the first Battlepass done for Neverwinter - the Redeemed Citadel:
Demonstrated Leadership — not just visual execution. Identified production risk, negotiated additional resources, managed supporting designers and delivered the feature on schedule.
Cross-collaborator — cross-functional ownership, scope management, art gates, documentation, and workflow improvements.
Deliver Results — took an under scoped feature into a shippable, player facing system without sacrificing the quality bar
Overall Process for Battle Pass
The Battle Pass successfully generated player engagement; Cryptic subsequently cited the experiment as sufficiently well received and engaging to justify developing another Battle Pass the following year, incorporating lessons and feedback from the initial implementation.
Led end-to-end UI design for Neverwinter’s first Battle Pass, evolving an initially scoped “mini shop” concept into a fully realized progression feature spanning personal progression, missions, rewards, premium content, community milestones, and the highly desirable Aasimar race reward.
Took existing UX wireframes through iterative UI development and approval, defining the visual hierarchy, interaction states, reward presentation, progression feedback, and overall feature experience.
Designed the feature across both PC and console, adapting layouts, interaction patterns, information density, and presentation to accommodate the distinct requirements of each platform.
All of the individual breakdown of the UI assets shown were created by me. This is just a small sample of all the work done for various parts of the module that I worked on.

