Saints Row

2022 - 2023

I joined Volition a little over a year prior its closure, as Lead UX Designer. There I managed a small UX team working on improving experiences post-launch and on DLC. I also separately managed a team of over a dozen developers, prototyping fully destructible environments for an unannounced title in Unreal Engine 5. Here you will see more structural and experiential UX work.

Cheats app

Saits Row games have historically allowed the user to openly access a library of fun "cheats" to wildly alter their gameplay experience. We leveraged the existing cell-phone UI in-game to add a new app to. The Cheats App. Many discussions were had about the name of the app, as well as the icon that would represent it.

BOOT HILL DLC

"Boot Hill" was a DLC that introduced an isolated island in the Saints Row game world, where players could go and engage in match-based combat against NPC components in the "Murder Circus" televised reality survival gameshow. It was silly and over the top, just like in any Saints Row game, but my objective was to make it easy for users to understand their goals before the chaos kicked off.

(NOTE: You will see some early AI-generated placeholder character art in these designs, as Midjourney had just come out. This will be the only AI-generated content of any kind that you will find in this portfolio.)

Miro UX Screens

While I did some visual work and some UI design, much of my effort at volition was spent integrating UX considerations into the standard workflow. We have some structural overview Miros, as well as some 'experiential audit' boards that go through our DLC gameplay experience beat-by-beat to address errors, inconsistencies, confusion and pain points. The team found this process extremely useful and I'm eager to use it again on a new project.

detailed Miro Links

These are interactive (but not editable) Miro links to some of the documents highlighted above. Note, some of these pages have a lot of content and may take some time to fully load. And yeah, I did it all from scratch. Though some very valuable information in my 'Intro to UX' presentation was pulled from the extraordinary UX work by Celia Hodent.