ABOUT
Hi, I’m Vincent Chan
With over 17 years in the mobile and AAA game industry, I have a proven track record of delivering award-winning user experiences to millions across various platforms. I specialize in designing user experiences for free to play mobile games using Unity uGUI, possess a deep understanding of monetization mechanics, and have a passion for games on all platforms.
I provide comprehensive UI/UX design solutions at every stage of development, from initial brainstorming to global release. My wide range of skills includes user research, competitive analysis, information architecture, defining user flows and wireframes, user interface design, UI implementation with Unity uGUI, responsive design for different platforms, motion design, typography, uGUI optimization, localization support, and branding and marketing direction. Additionally, I am experienced in developing and maintaining design systems to ensure consistency and efficiency.
I have extensive experience working with and leading cross-functional teams, collaborating with game designers, engineers, artists, and product managers to deliver innovative and effective UI/UX solutions. I excel in managing timelines for multiple projects and have a proven history of delivering projects on time and within budget.
CLIENTS
LEAD UI/UX DESIGNER
Bethesda | Jul 2020 – Jul 2024
Freelance UI/UX solutions for Mighty Doom, a Free to Play mobile game. Collaborating with key stakeholders from all disciplines, I was the main point of contact for the UI/UX for this title.
- Planned and coordinated the UI/UX with the leadership team to meet key milestones and deliverables
- Implemented best practices with the engineering team for developing responsive mobile experiences using Unity uGUI
- Created all wireframe and information architecture documentation for all game features
- Defined the UI style guide with the Art Director
- Developed and maintained design systems and guidelines
- Designed production quality UI assets and iconography
- Defined the layout and anchor logic for all UI screens and widget prefabs using Unity uGUI
- Setup and maintained UI prefab library assets using Unity uGUI
- Provided UI engineer support for UI implementation
- Collaborated with product managers and developers to ensure designs were implemented correctly
- Established UI Motion design using Unity’s animation system
- Localization support for various languages
- Advocated best practices for optimizing UI assets
UI/UX DESIGNER + CONSULTANT
Netflix | Dec 2019 – Nov 2022
Provided user experience direction for content creators and helped visualise new interactive experiences for the Interactive Experiences Team.
- Assured that interactive content from content creators followed established UI/UX guidelines and best practices.
- Was a main point of contact for UI direction and feedback for numerous Netflix interactive titles which include You vs Wild: Out Cold (Winner of a Daytime Emmy for Outstanding Interactive Media for a Daytime Program) Ranveer vs. Wild with Bear Grylls, Johnny Test’s Ultimate Meatloaf Quest, Barbie: Epic Road Trip, Jurassic World Camp Cretaceous: Hidden Adventure, and Escape the Undertaker
- Provided UI designs and production ready assets for numerous interactive Netflix titles
- Created and revised wireframe documentation
- Collaborated with product managers and developers to ensure designs were implemented correctly
- Supported the following titles in producing final UI assets. Titles include Triviaverse, Headspace: Unwind your Mind, and The Last Kids on Earth: Happy Apocalypse to You
- Visualised new interactive experiences that explored new mechanics
FREELANCE UI/UX DESIGN
Mattel | Jun 2021 – Feb 2022
Mattel required a UI design suite for Barbie: Epic Road Trip, a Netflix interactive special. As a freelance UI/UX designer, I provided all UI/UX needs for this feature.
- Worked with key stakeholders from Mattel, Netflix, and Mainframe Studios to plan the development of the user experience
- Defined the look and feel of the interface based on sequences from the feature
- Advocated best practices for the user experience with the content creators
- Designed 42 custom icons that are tied to the script of the show
- Created all UI assets required for the title
- Provided wireframes and documentation that were used internally at Netflix
- Delivered production ready assets based on Netflix guidelines
FREELANCE UI/UX DESIGN
THQ | April 2009 – July 2009
THQ was a client that required a UI style guide and interactive demo for an online action RPG based in the WWE universe.
- Worked with key stakeholders to define the core user flow for the project
- Defined the UI visual style guide and created UI assets
- Developed and engineered an interactive demo of key systems in Flash
- Provided localised versions of the interactive demo
STUDIO EXPERIENCE
UI/UX DIRECTOR
This Game Studio | May 2015 – Oct 2019
UI/UX Direction for all of This Game Studio’s projects. Led and managed a team of UI/UX designers and engineers to develop OZ: Broken Kingdom, which was featured in the 2016 Apple Keynote presentation and won editor’s choice, and Chaos Battle League, which was featured in the iOS and Android stores.
- Planned and coordinated the UI/UX of all the studio’s games with the leadership team to meet key milestones and deliverables
- Recruited and mentored UI/UX designers
- Implemented best practices with the engineering team for developing responsive mobile experiences using Unity uGUI
- Created wireframe and information architecture documentation for core game features
- Developed and maintained design systems and guidelines
- Designed production quality UI assets and iconography
- Setup and maintained UI prefab library assets using Unity uGUI
- Defined the layout and anchor logic for UI screens and widget prefabs using Unity uGUI
- Provided UI engineer support for UI implementation
- Defined UI Motion design using Unity’s animation system
- Provided branding and marketing direction for game titles
- Localization support for various languages
- Advocated best practices for optimising UI assets
- Worked with engineers effects artists to develop and implement various shaders for the UI
UI/UX MANAGER
Gree | Feb 2013 – May 2015
UI/UX direction for all of Gree Canada’s games. Launched Beyond the Dead, which was featured in the Apple app store. Redeveloped Jackpot Slots from the ground up with Unity 4.6 uGUI.
- Planned and coordinated the UI/UX of all the studio’s games with the leadership team to meet key milestones and deliverables
- Recruited and mentored UI/UX designers
- Created wireframe and information architecture documentation for all game features.
- Defined visual UI style guides and UI/UX languages
- Designed production quality UI assets and iconography
- Setup and maintained UI prefab library assets using Unity uGUI
- Provided UI engineer support for UI implementation
- Provided branding and marketing direction for game titles
SENIOR UI ARTIST
Microsoft Game Studios | Apr 2010 – Feb 2013
During my time at Microsoft Vancouver I was part of Black Tusk Studios, Microsoft Game Studios, and Zipline Studios, my role was multifaceted, leveraging my expertise in UI/UX design, graphic design, and leadership.
- In charge of all UI/UX and graphic design responsibilities for Black Tusk Studios / Microsoft Game Studios Vancouver / Zipline Studios
- Led a remote team to develop and implement UI features for Halo 4 with their proprietary engine
- Led review meetings with 343 to refine and review UI features
- Led UI/UX development for numerous unannounced projects
- Company and game branding
- Prepared pitch presentation material with the leadership team for green light meetings
- Hired and onboarded UI designers
- Evaluated game engine UI tools
UI ARTIST
Relic Entertainment | Aug 2009 – Apr 2010
Worked closely with designers and engineers to create several key areas of the user experience for Company Of Heroes Online.
- Collaborated with UI engineers to develop best practices for implementing the UI using Flash Scaleform
- Created UI assets and iconography
- Mocked up and setup screens in Flash for engineer implementation
- Provided implementation support to engineers
- Optimised game assets
- UI point of contact for key game systems which included a microtransaction store, global pop-up system, match making, and avatar creation system
LEAD UI ARTIST
Backbone Entertainment | Mar 2007 – Oct 2008
I started off as an entry level interface designer but was quick to take on challenges and become the ‘go to guy’ when tasks needed to get done. After my first game I was leading the interface design for numerous projects.
- Created UI assets and helped engineers implement UI screens for Sonic Rivals 2
- Other work I did on Sonic Rivals 2 includes creating character skins, designing collectable cards, localising and creating custom fonts, and designing all loading screens.
- UI Lead for Monster Lab for the Nintendo DS. Created UI textures and helped implement game features with engineers
- Created UI assets and managed a remote team to develop the UI for Diner Dash for the Xbox 360
- Designed pitch proposals and presentation materials for the leadership team