KEVIN CHANDLER
TECHNICAL UI DESIGNER
.jpg)
I am a senior technical game designer with 15 years of experience and a good portion of my work in game development is UX design and UI implementation using Unreal Engine and Unity3D
I'm a big believer in building visual hierarchy through motion, color, position, shape, and iconography, leaning on pre-attentive attributes for snapshot understanding. I design for glanceability, using chunking and progressive disclosure to keep information digestible. For menus and interfaces I define the interaction model and UX flows first, then layer on the visual treatment.
For technical implementation, an element that can only be used once needs a very good reason to exist. I keep things as data-driven as possible, holding color information, textures, lists, and configurations in data assets, data tables, and Slate. I work closely with UI artists to bring their vision to life, favoring material-driven styling and texture atlasing to minimize the textures added to a project.
I am a problem solver with a passion for designing and implementing great user experiences. I am never done learning, improving and trying new things. Thank you for your time.


Salvage Quota UI
For the game Wreck Runners I designed the UI for tracking progress toward the required salvage quota.

UMG Screen FX
For the game Wreck Runners I created UI materials that give in-game UMG elements a diegetic CRT treatment

VR UX
For the game Light of Mine, I designed the game's menus and a control scheme to minimize motion sickness.




