James Ingraham
Experience:
UX,UI Lead / Ascendant Studios / November 2019 - Current
Building the UI design and visual aesthetic for Immortals of Aveum.
UX,UI Lead / 2K Games / June 2017 - November 2019
Creating UX flows, designs and prototypes for an unannounced new AAA IP.
UX Designer, Games / ANKI / April 2016 - June 2017
Designed UX flows, design docs and prototypes for Anki Overdrive.
UI Lead / Zombot Studio / July 2015 - April 2016
Creating UX flows, final art assets and building UI in Unity for ExoGears.
Senior UX Designer / KIXEYE / February 2014 - July 2015
Wire framing, prototyping, testing and implementing user flows for an unannounced hardcore mobile title.
Senior UX Designer / BitTorrent Inc. / September 2013 - February 2014
Designed sessions and distilled user feedback from focus groups using lean UX principles, created wire frames and
prototyped for both new and existing products.
UI Lead,Senior UI Artist / KIXEYE / November 2012 – September 2013
Helping to create great visuals and strong design solutions while leading a small team on multiple game titles at Kixeye.
Senior UI,UX Designer / Storm8,TeamLava / May 2012 – November 2012
Building game design documentation, running usability tests , crafting flow diagrams and outlining standards while
collaborating with art directors and UI artists to define interface art styles.
UI,UX Team Lead / WB Games, Monolith / December 2010 – May 2012
Lead the UI and UX team at WB in collaboration with all of the games divisions to provide them with well designed and
visually captivating UI solutions for all of their products.
UI,UX Artist / 2K Marin / July 2008 – December 2010
In charge of User Interface look, UX design and implementation for all 2K Marin game licenses.
UI Artist / Cryptic Studios Inc. / May 2007 – July 2008
In charge of user interface look, implementation and flow for champions online.
Lead Artist / Solidworks / September 2004 – May 2007
Handled design and artistic decisions for Cosmic Blobs, a 3D modeling program for kids. Developed the UI and UX by
creating prototypes, reacting to focus groups, and implementing results.
Game Artist / Cognitoy / September December 2002 – September 2004
Collaborated with the development team to design vehicles, levels and textures military projects
utilizing the Mindrover engine.
Created cell phone based game art for engines developed in python.
3D Content Artist / Looking Glass Studios / February 1998 – April 1999
Designed, built and textured low poly 3D assets for use in Flight Unlimited 2.
Skills:
Adobe PhotoShop
Adobe Illustrator
Adobe After Effects
Adobe Flash
Unreal
UMG Blueprint
Scaleform
Actionscript
HTML
CSS
Autodesk 3D Studio Max
MindJet
Omnigraffle
Balsamiq Mockups
Flinto
Axure
NGUI
UGUI
Unity
Titles Shipped:
Immortals of Aveum
LotR: Shadow of Mordor
Natural Selection 2
Gotham City Imposters
LotR: War in the North
The Bureau: XCOM Declassified
Bioshock 2
Champions Online
City of Heroes
MindRover
Flight Unlimited 2
ExoGears [iOS]
War Commander [iOS]
Battle Pirates [web]
Castle Story [iOS]
City Story Metro [iOS]