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.

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.

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.

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.

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.

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Healing Horse Stables