TECHNICAL ART

ADVANCED / LEAD UX DESIGNER | SMITE 2

TECH ART OVERVIEW

Below are examples of screens and in-game elements for which I was responsible. SMITE 2 marked my first experience with Unreal Engine, specifically UE5, and I quickly adapted, mastering core functionalities within just a couple of weeks. I was able to efficiently skin screens, entire flows, and independently created widgets, materials, and reusing a slide-up menu blueprint from another flow. As I grew more proficient in the engine, I managed numerous bug fixes and provided support to the team as needed.

While I did not create every element shown, I collaborated closely with skilled engineers who built foundational components, including some complex widgets. Additionally, I worked alongside talented artists for certain materials, where I provided precise visual direction and shadowed these artists so that I could learn more about the material system.

2/2023 - 8/2024

ROLE

PC / PS5 / XBOX Series X/S

YEARS

Advanced / Lead UX Designer

PLATFORMS

FOUNDER’S EDITION

This Founder’s Edition screen went through some iteration once it was in game, so there are differences between the final mock, and what’s currently in-game. Initially, upon loading into the screen, if the player was focused on the Base option, the Deluxe and Ultimate rewards were desaturated to assist players in recognizing that these desatured rewards would not be included in the Base purchase.


PLAYER PROFILE

As this is an early pass of the Player Profile screen, with a few of its sub-screens, the goal was create a screen that leaned a bit more into our style guide. The screen itself has some materials with the rotating linework, a master button widget that is being used with the four buttons across the bottom. The subsequent screens are fairly straight-forward due to priorities and tight deadlines, but were quickly skinned over the course of a week or so.

You can see examples of what the final profile screen may like in the UX Design and UI Art section under SMITE 2.


COSMETIC TIER TAGS

For the tier tags, I added some subtle motion, and specific color values to help players be able to identify the tier peripherally.

IN-GAME UNIQUE GOD UI ELEMENTS

This section showcases unique God UI elements for which I developed the User Experience design and executed in-game skinning using UE5. The UX process began with collaborative meetings alongside the lead character designer and an artist to brainstorm ideas tailored to each god’s unique UI. Guided by Jakob’s Law, it was essential to carry over familiar elements from SMITE 1 while also identifying enhancements to elevate the SMITE 2 experience for players. After establishing which core elements needed to remain and identifying areas for improvement, I assembled a board with several potential solutions.

With the options prepared, I presented the concepts to designers and stakeholders, aiming to align on the optimal approach before proceeding with art passes. Once the art style received approval, I fully skinned each element, including material creation and application.

Click the fullscreen on the bottom-right of the video for a better view. 2D Art was created by Kalani Lindsey.

ARES


THE MORRIGAN


SUSANO


MORDRED


THE MORRIGAN

VIEW OTHER SMITE CONTRIBUTIONS