
Saints Row 2022
UI Artist & Creator of the Women of Volition Newsletter
UI Artist 1
(April 2023 - August 2023)
Associate UI Artist II
(January 2022 - April 2023)
Associate Artist
(November 2021 - January 2022)
UI Art Intern
(May 2021 - November 2021)
co-led the User Interface team
created unique animations and artwork using Adobe Photoshop, Illustrator, and AfterEffects
implemented artwork and motion graphics using proprietary software
read and edited Lua code in order to portray visual changes to the in-game user interface
captured and edited game stills
analyzed the existing color palette for color blindness accessibility and provided alternative color options
spearheaded incoming intern training
created and delegated UI team tasks in JIRA
explored early solutions for new Unreal Engine 5 development
formatted and published the Women’s Newsletter
attended meetings and communicated with designers about gameplay needs
took the AbleGamer’s Accessible Player Experience course and obtained APX Certification
worked on Saints Row (2022) and its subsequent DLC packs
laid-off in August 2023 during company shutdown
Boot Hill
One of the largest projects I worked on at Volition was the creation and implementation of UI for Doc Ketchum’s Murder Circus, otherwise known as Boot Hill.
For this DLC, I worked closely with the art director and my UI co-lead to craft a unique UI experience that supported the new play style.



Player Select Early Concept
Player Select Early Concept









Level Up Animation Pass 1
Level Up Animation Pass 2
Level Up Animation Pass 3
This player-made video showcases the flow of the UI within the context of the game.
Player Apps
In the world of Saints Row, the main source of information is the player’s cell phone. I was tasked with creating and implementing the artwork for the Contacts and Wanted apps.
Contacts Color Exploration 1
Contacts Color Exploration 2
Contacts Color Exploration 3
Contacts Final Assets & Talking Heads
Wanted Final Assets & Atcha App
UI Reel
The animations listed in this video were made and implemented by me using Volition’s proprietary animation software (comparable to Adobe AfterEffects).
Art Direction
At Volition, we had Sperasoft available as an outsourcing studio.
On the UI team, we sent our asset requests through written instructions with reference images. As the UI co-lead, I was in charge of handling the outsource documentation and asset retrieval. The Galitrax instructions and references are to the left, while the final logo is pictured below.
Santa's Truckster Asset Request
Santa's Truckster Art Feedback
Chicken Skipper Asset Request
Chicken Skipper Art Feedback
Santa's Truckster In-Game
Chicken Skipper In-Game





Game
Captures
When I first started at Volition, I was tasked with capturing images of game play for every main mission, side mission, side hustle, and district. This helped me get familiar with the game-play and using the console commands.
The captures were used all over the place: from phone banners to PlayStation Activity cards and player rewards. I organized the original captures on my machine and was able to use them wherever was needed.
Thanks to the various art teams who left their mark on the world, grabbing exceptional photos was not hard to do. The hardest part was living through all the combat.














































Accessibility
Part of my job on the UI team was to look into color blind modes and how to design with visual accessibility in mind. This required lots of reading about the different types of visual disabilities, as well as lots of trial and error. Ultimately, I learned that contrast is the most important thing when designing for different visual abilities.
The images below show a few of the many tests I ran with our high contrast mode.

Ally Character Outline (Neon Teal), Enemy Outline (Neon Red), Neutral Vehicle Outline (Chartreuse)

Enemy Vehicle Outline (Neon Red)

Neutral Vehicle (Chartreuse)

Ally Vehicle (Saints Purple)


Context Art
I was always interested in the job of making in-game signage and crafting fake IP’s that enhance the game world. In the Heist & Hazardous DLC, I finally got the chance to try it out.
The designs below were made for various DLCs using Adobe Photoshop and Illustrator.























