Mary Yovina

UI/UX Lead at Insomniac Games
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Contact Information
us****@****om
(386) 825-5501
Location
Boston, Massachusetts, United States, US

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Experience

    • United States
    • Computer Games
    • 300 - 400 Employee
    • UI/UX Lead
      • Oct 2022 - Present

    • United States
    • Computer Games
    • 100 - 200 Employee
    • UI/UX Lead
      • Apr 2022 - Aug 2022

      In my time as a UI/UX Lead, and before that as a Senior UI Artist, on Avowed, I... • Established the visual style of the UI, as well as layout and spacing rules • Set expectations for the UI Team’s goals and better defined completion criteria, and worked with stakeholders to ensure needs were understood across disciplines • Created UX Design documentation that included wireframes, flows, and user stories • Created mockups, built materials, made animations, and implemented screens… Show more In my time as a UI/UX Lead, and before that as a Senior UI Artist, on Avowed, I... • Established the visual style of the UI, as well as layout and spacing rules • Set expectations for the UI Team’s goals and better defined completion criteria, and worked with stakeholders to ensure needs were understood across disciplines • Created UX Design documentation that included wireframes, flows, and user stories • Created mockups, built materials, made animations, and implemented screens in-engine

    • Senior UI Artist
      • Oct 2021 - May 2022

    • United States
    • Computer Games
    • 1 - 100 Employee
    • UI Artist
      • Feb 2015 - Sep 2021

    • Art Lead
      • Feb 2021 - May 2021

      Transitioned to Art Lead on Fuser. I was responsible for determining direction and providing feedback for art content such as Event posters and original album art, and managing scope across multiple feature teams. I represented the art team in risk assessment, planning, and requests. I also continued to create wireframes and implement features, and delegate to reports and contractors.

    • UI Art Lead
      • Jun 2019 - Feb 2021

      As the UI Art Lead on Fuser, I helped refine the language and style of the UI, and establish consistency across the shell. I managed a team of UI artists, as well as managed day to day tasks of UI implementers. I also implemented screens in UE4, set up layouts, wrote Blueprint logic, created timeline animations, and set up the framework for reusable widgets.

    • UI Art Lead
      • Nov 2017 - Jun 2019

      As UI Art Lead on Dance Central (for Oculus Rift, Quest, and Rift S), I developed and maintained the style of the game's UI, researched and collaborated on solutions for VR UX to improve player comfort and better interpret player intent, created concepts and implemented screens in UE4, and worked with art, design, and engineering to develop functional, polished screens. I worked primarily on the phone interface--from style and asset creation to Timeline animations and Blueprint code--but also… Show more As UI Art Lead on Dance Central (for Oculus Rift, Quest, and Rift S), I developed and maintained the style of the game's UI, researched and collaborated on solutions for VR UX to improve player comfort and better interpret player intent, created concepts and implemented screens in UE4, and worked with art, design, and engineering to develop functional, polished screens. I worked primarily on the phone interface--from style and asset creation to Timeline animations and Blueprint code--but also worked on the Club's in-world UI. I also had additional duties that included managing a report, representing the UI team during planning and scoping, and creating guidelines for file organization and naming.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Art Lead
      • Jan 2017 - May 2017

      I took on the role of Art Lead as my time on Rock Band Rivals came to a close. In this role, in addition to organizing work for and representing the UI Art team, I also directed and maintained the visual aesthetic across the game. I continued to organize and review the work of other artists, while also continuing to work as a UI Artist, concepting and implementing for Missions and Seasons.

    • Lead UI Artist
      • May 2016 - Jan 2017

      I took on the role of co-lead UI artist during the production of Rock Band Rivals. I helped to better define the revised visual language as necessitated by the overhaul of the shell menus, concepted and mocked up screens for new features as well as existing ones, and focused heavily on implementation. In addition, as a UI art lead, I defined, organized, and delegated tasks to artists, and reviewed their work. I have since continued to operate in that role on Rock Band, during the development of… Show more I took on the role of co-lead UI artist during the production of Rock Band Rivals. I helped to better define the revised visual language as necessitated by the overhaul of the shell menus, concepted and mocked up screens for new features as well as existing ones, and focused heavily on implementation. In addition, as a UI art lead, I defined, organized, and delegated tasks to artists, and reviewed their work. I have since continued to operate in that role on Rock Band, during the development of Online Quickplay and into the present. These are the features I worked on: Music Library Enhancements: Feature owner (UI Art) Shell Visual Restyling: Feature co-owner Rivals Mode: Feature owner part-way through development (UI Art) Online Quickplay: Feature owner (UI Art)

    • UI Artist
      • Nov 2013 - Feb 2015

      My responsibilities change depending upon the needs of the client. Broadly speaking, I've been tasked with the creation of UI elements ranging from icons to full screens, and produced assets across a range of styles, including sci-fi, casual, and horror.

    • United States
    • Computer Games
    • 100 - 200 Employee
    • UI Artist
      • Jul 2013 - Sep 2013

      I worked as a UI artist on the Helm's Deep expansion for Lord of the Rings Online. I designed the 69 icons for the traits and passive upgrades available in the Epic Battles trait tree, and created the Multi-Usage buttons used for interacting with troops and siege weaponry.

    • Computer Games
    • 1 - 100 Employee
    • UI Artist
      • May 2012 - Dec 2012

      I designed and finalized icons on BioShock Infinite, iterating in response to the developing aesthetic to establish and refine their language, style, and treatments. In addition to having ownership of the game's icons, I also helped to reduce texture memory across UI art assets, and was the authority on the artistic pipeline for texture atlassing.

    • 2D Artist
      • Apr 2012 - Apr 2012

      In preparation for PAX East 2012, I worked on polishing the visuals for Drunken Robot Pornography as much as possible in the weeks leading up to the event. I drew mockups to investigate ways to increase the clarity of visual cues in the arena. I also created weapon, logo, HUD, and pickup item concepts and worked to finalize them.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • 2D Artist/UI Artist
      • Jan 2011 - Nov 2011

      I worked as a 2D artist/UI artist. My duties included designing user interfaces and working with engineers to implement them; producing animations, icons, textures, and other 2D assets across multiple styles; and creating mockups illustrating menu layout, art style, and overall appearance. In my time there, I worked on several shipped titles for PSN and mobile devices: Pinballistik [PSN], the Boost Your... series [iOS] (Intelligence, Reactions, Memory, Attention); Stick Man Rescue [PSP… Show more I worked as a 2D artist/UI artist. My duties included designing user interfaces and working with engineers to implement them; producing animations, icons, textures, and other 2D assets across multiple styles; and creating mockups illustrating menu layout, art style, and overall appearance. In my time there, I worked on several shipped titles for PSN and mobile devices: Pinballistik [PSN], the Boost Your... series [iOS] (Intelligence, Reactions, Memory, Attention); Stick Man Rescue [PSP Mini]; and Psych Yourself [PSN]. Show less

    • 2D Artist
      • Mar 2011 - Apr 2011

      I worked on the PotatoFoolsDay ARG, drawing a variety of potatoes and potato-related images in the style of "Wonderful End of the World." These images included the Dirty Spud Gang and the potato achievement icon on Steam. I also worked as a concept artist for "1...2...3...Kick It!," exploring possible directions for UI design and art style.

    • Art Intern
      • Dec 2009 - Apr 2010

      I worked as a concept artist for "1...2...3...Kick It!" In this position, I was responsible for the enhancement and maintenance of overall aesthetic. I created concept sketches of environments, did paintovers, and drew concepts for building textures.

    • Art Intern
      • May 2009 - Oct 2009

      I drew and animated 2D assets for a casual sports game, primarily UI elements. My work included creating logos and animated icons, and also drawing character concepts.

    • 2D Artist
      • May 2008 - Oct 2008

      I worked in a 3-person team as the artist for a casual online puzzle game called "Puzzle Toy Studio." I created all visual artwork and animation, aided in creating the visual theme.

    • Concept Artist
      • Mar 2007 - Apr 2007

      I designed 31 unique enemies from written descriptions for "Galaxy Rage."

Education

  • Worcester Polytechnic Institute
    Bachelor's, Interactive Media and Game Development
    2006 - 2010

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