ABOUT

Hi, I’m Vincent Chan

I’m a Principal UI/UX Designer with over 17 years of experience delivering award‑winning user experiences for mobile and AAA games. I’ve led UI/UX design for high‑profile studios and clients including Netflix, Bethesda, Microsoft, Gree, and This Game Studio specializing in free‑to‑play mobile titles built in Unity uGUI. My expertise spans monetization, live‑ops systems, onboarding, and player retention mechanics.

Through my company, Vincent Chan Designs Inc., I provide end‑to‑end UI/UX solutions at every stage of development from user research, competitive analysis, and wireframes to production‑ready UI assets, Unity uGUI implementation, motion design, and design system development. I also optimize workflows by integrating AI‑assisted tools to improve efficiency and consistency across projects.

I’ve built and mentored UI/UX teams, collaborated with cross‑functional partners, and led projects that shipped to millions of players worldwide. With a proven track record of managing timelines and delivering results on time and within budget, I thrive on creating engaging, intuitive player experiences across all platforms.

FEATURED CLIENTS

LEAD UI/UX DESIGNER

Bethesda | Jul 2020 – Jul 2024

Served as the primary UI/UX lead for Mighty Doom, a free‑to‑play mobile action title that achieved 7.6M+ downloads, a 4.7★ Google Play rating (330k+ ratings), and was featured on the Google Play Store. Partnered with leadership, product managers, and engineers to deliver end‑to‑end UI/UX solutions, from product research to wireframes to final Unity implementation for all features.

  • Directed the UI/UX vision and execution, owning all wireframes, information architecture, and design systems for every game feature.
  • Delivered production‑ready UI assets and iconography for 75+ screens, collaborating closely with art and engineering teams.
  • Implemented responsive mobile UI in Unity uGUI, setting up and maintaining a scalable prefab library and anchor logic for all screens and widgets.
  • Defined the UI style guide and design system, ensuring visual consistency across features and supporting future content updates.
  • Created UI motion design and animations using Unity’s animation tools to enhance feedback and user experience.
  • Collaborated with product managers to refine onboarding, monetization, and live‑ops features, supporting player engagement and retention goals.
  • Provided localization support for multiple languages and optimized UI assets for performance across devices.

UI/UX DESIGNER + CONSULTANT

Netflix | Dec 2019 – Nov 2022

Led UI/UX design for multiple Netflix interactive titles, providing end‑to‑end user experience direction, production‑ready assets, and wireframes for globally released content. Acted as the primary point of contact for UI direction and creative feedback across Emmy‑winning and high‑profile projects.

  • Directed UI/UX for flagship interactive titles including You vs. Wild: Out Cold (Daytime Emmy winner), Ranveer vs. Wild with Bear Grylls, Barbie: Epic Road Trip, Jurassic World Camp Cretaceous: Hidden Adventure, and Escape the Undertaker.
  • Created wireframes, prototypes, and final UI assets for interactive content, ensuring alignment with Netflix’s established UX guidelines and accessibility standards.
  • Delivered production‑ready UI designs and assets for additional titles such as Triviaverse, Headspace: Unwind Your Mind, and The Last Kids on Earth: Happy Apocalypse to You.
  • Partnered with product managers, engineers, and content creators to ensure seamless implementation of UI/UX designs within tight production schedules.
  • Explored and visualized new interactive experiences, helping define innovative mechanics and user flows for future interactive formats.

FREELANCE UI/UX DESIGN

Mattel | Jun 2021 – Feb 2022

Provided end‑to‑end UI/UX design for Barbie: Epic Road Trip, a Netflix interactive special produced in collaboration with Mattel and Mainframe Studios.

  • Partnered with stakeholders from Mattel, Netflix, and Mainframe Studios to plan the overall user experience and interface flow.
  • Defined the look and feel of the interface to align with the film’s sequences and visual style.
  • Created 42 custom icons tied directly to scripted moments within the interactive feature.
  • Designed all required UI assets and delivered production‑ready files following Netflix UI guidelines.
  • Produced wireframes and documentation used internally by Netflix during implementation.

FREELANCE UI/UX DESIGN

THQ | April 2009 – July 2009

Partnered with THQ to design the UI/UX direction and interactive demo for an online action RPG set in the WWE universe. Delivered both visual guidelines and a functional prototype to support stakeholder alignment and green‑light approval.

  • Collaborated with key stakeholders to define the core user flow and interaction patterns for the project.
  • Created the UI visual style guide and production‑ready assets, establishing the overall look and feel for the game’s interface.
  • Built and engineered an interactive Flash demo showcasing key systems and gameplay features.
  • Produced localized versions of the demo, supporting multiple regions and markets.

STUDIO EXPERIENCE

UI/UX DIRECTOR

This Game Studio | May 2015 – Oct 2019

Directed UI/UX for all studio projects, building and leading a team of designers and engineers to deliver award‑winning mobile titles. Oversaw the entire UI/UX pipeline, from early wireframes and design systems to final Unity implementation and marketing assets.

  • Led UI/UX design for Oz: Broken Kingdom (featured in the 2016 Apple Keynote and awarded Editor’s Choice) and Chaos Battle League (featured on iOS and Android stores).
  • Built and mentored a team of UI/UX designers and engineers, establishing best‑practice workflows and documentation that improved cross‑discipline collaboration and efficiency.
  • Defined design systems, style guides, and component‑based prefab libraries in Unity uGUI to support scalable, responsive mobile UI.
  • Delivered production‑ready UI assets, iconography, and motion design, collaborating with engineers and FX artists to implement shaders and interactive effects.
  • Partnered with leadership to plan UI/UX roadmaps, ensuring projects met key milestones and design goals.
  • Provided branding and marketing art direction for game titles, ensuring visual consistency across product and promotional materials.
  • Supported localization for multiple languages, optimizing UI assets for global markets.

UI/UX MANAGER

Gree | Feb 2013 – May 2015

Directed UI/UX for all Gree Canada projects, delivering high‑quality free‑to‑play mobile titles and mentoring a team of designers. Played a key role in launching Beyond the Dead (featured on the Apple App Store) and in redeveloping Jackpot Slots from the ground up using Unity 4.6 uGUI.

  • Led UI/UX direction across multiple projects, collaborating with leadership to define visual languages, design systems, and user flows for all game features.
  • Built and mentored a team of UI/UX designers, establishing workflows and best practices that improved efficiency and design quality.
  • Created wireframes, information architecture documentation, and UI style guides to support scalable feature development.
  • Designed and delivered production‑ready UI assets and iconography for both core gameplay and monetization features.
  • Provided branding and marketing art direction for game titles, ensuring consistency between in‑game and promotional materials.

SENIOR UI ARTIST

Microsoft Game Studios | Apr 2010 – Feb 2013

Worked across Black Tusk Studios, Microsoft Game Studios, and Zipline Studios, leading UI/UX design and contributing to brand development for multiple first‑party titles. Supported both shipped and unannounced projects while influencing design direction and cross‑team collaboration.

  • Led a remote UI/UX team to design and implement UI features for Halo 4 using a proprietary engine, ensuring high‑quality integration of key menu systems such as character customization and the post battle summary flow.
  • Directed UI/UX for several unannounced first‑party titles, from wireframes and prototypes to final implementation.
  • Created pitch decks and presentation materials for leadership to support green‑light meetings and internal reviews.
  • Hired and onboarded UI designers, guiding them on best practices and team workflows.
  • Provided branding and identity design for games and internal studio initiatives.
  • Evaluated and advised on UI toolsets within proprietary engines, helping improve design efficiency for future projects.

UI ARTIST

Relic Entertainment | Aug 2009 – Apr 2010

Contributed to the UI/UX design and implementation of Company of Heroes Online, collaborating closely with designers and engineers to deliver key game systems and player‑facing features.

  • Served as the UI point of contact for major systems including the in game store, matchmaking, global pop‑up system, and avatar creation tools.
  • Designed and delivered UI assets, iconography, and mockups for core game features.
  • Developed and set up screens in Flash Scaleform, collaborating with engineers to ensure proper implementation.
  • Established best practices for UI implementation within Scaleform, improving iteration speed and asset optimization.
  • Provided hands‑on implementation support and asset optimization to enhance performance and usability.

LEAD UI ARTIST

Backbone Entertainment | Mar 2007 – Oct 2008

Began as an entry‑level interface designer and quickly grew into a lead role, becoming the primary point of contact for UI on multiple shipped titles. Designed and implemented UI assets while collaborating closely with engineers and remote teams.

  • Contributed to Sonic Rivals 2 (PSP) by creating UI assets, implementing screens with engineers, and designing character skins, collectible cards, custom fonts, and loading screens.
  • Served as UI Lead for Monster Lab (Nintendo DS), creating UI textures and supporting feature implementation with engineers.
  • Created UI assets and led a remote UI team to develop the interface for Diner Dash (Xbox 360).
  • Designed pitch decks and presentation materials to support leadership in securing new projects.

EDUCATION

British Columbia Institute of Technology

Senior Management Certificate, New Media & Web Development | 2005-2006

Simon Fraser University

Bachelor of Arts, History | 2003-2005

Langara College

Associate of Arts, General Arts | 2001-2003