
Role – Sr. Staff Technical Designer
Overview
For Ragnarok, I was responsible for creating the architecture for the UI as well as implementing a wide variety of UI systems, from full vendors/shops to progression systems, accessibility, HUD features, and more. As part of my responsibilities, I run daily stand-ups, bug-triage, plan sprints for the whole UI team, interface with various teams, mentor junior developers & oversee the long-term technical plan for UI tools and workflows. I occasionally drive the wireframe process, author VisualScript solutions, and collaborate with external teams. I was also a major contributor to the NG+ patch, which introduced new an increase to the Level Cap, Shop QoL improvements, Expanding the Niflheim Arena, Skill Mod+ and much more.
Supported Features & Experience
- Out-of-Box Experience / Game Calibration
- Front-End Menus
- Saving/Loading Schema
- Player Message Architecture/Queuing
- QTE System
- Healthbar Implementation
- Responsive Character Animation Pipeline
- Menu/Window Architecture
- Experience with Static Data
- Technical experience supporting a wide number of Accessibility features
- Script Optimization
- Inventory Systems
- Long Term Progression System Design & Support
- In-Game & In-Menu Tutorial Architecture
- Credits
- Localization support for 28+ languages including Arabic & Thai
- Dynamic Layouts
- Customized Lists/Buttons/Toggles/Sliders
- Text-to-Speech (TTS)
- Authored custom Visual Script nodes
- Memory management
I had the tremendous fortune to talk in-depth about my work for Ragnarok at GDC 2023 – ‘God of War Ragnarok’: Building the UI for a AAA Sequel.
It takes a whole village to build UI on the scale we’ve become accustomed to at Santa Monica. The following are screenshots of UI features I was directly a part of supporting. Though I cannot claim full credit as I worked alongside some of the best UI folks in the industry.
Additional Credit:
- Mila Pavlin – UI Lead
- Peter Onusconich – Technical Designer
- Andy Lang – Sr. UI Artist
- Jasleen Reshi – UI Artist
- Paul Calvert – Concept Artist
- Bradly Smith – Gameplay Engineering










