Hi. I’m Justin, and I’m a Technical Experience  Designer.

I’m currently located in Los Angeles as Lead Technical Experience Designer at Respawn Entertainment on Apex Legends. My past projects are below, learn more about me & get in touch.

ABOUT
I’m a passionate Technical Designer who has worked in a variety of UI mediums such as print, web and video games. 
My background in computer science and design helps me uniquely approach complex problems with long term solutions. By bridging the gap between design and technology we can create fantastic solutions that designers and developers love, but most importantly, users love.
Providing clear direction, mentorship, guidance and removing any roadblocks for teammates are the foundation of a good leader. 
Download Resume
EXPERIENCE

I have 15 years of experience and have had the pleasure of working with some of the top companies across the globe.

Oct 2022 – Present

Lead Technical Experience Designer at Respawn Entertainment

Jan 2021 – Oct 2022

Sr. Technical Experience Designer at Respawn Entertainment

Nov 2016 – Jan 2021

Technical Experience Designer at BioWare

Mar 2013 – Nov 2016

Freelance Front-end Web UI/UX Developer

Jul 2013 – May 2015

Intermediate Front End UI/UX Web Developer at Tribal Worldwide

May 2011 – Apr 2012

IT & Marketing Manager at BrockTV

May 2010 – Dec 2010

Technical Analyst at IBM
FOCUS ON

UX / UI Design
Game Development
Branding

AWARDS

Gamecom 2021 – Best Ongoing Game (Apex Legends)
E3 2018 – Best PC Game

E3 2018 – Best Action Game
The FWA – Site of the Day
Canadian Marketing Awards – Gold in Digital Food & Beverage

GAME PORTFOLIO
APEX LEGENDS

I have had the privilege to work on Apex Legends since season 7. Since then I have worked on a wide variety of features, below are a few screenshots and videos of features I directly built.

Menu screenshots
Legends

Valkyrie Flight HUD

Vantage Tactical Jump

Revenant Ultimate

Seer Heartbeat Sensor

Vantage Ultimate Sniper Rifle & Passive Scope

Modes

Control ( Losing a Point )

Control ( Weapon Level Up )

Control ( Point Getting Captured )

Private Matches

Other Videos

Season 9 Comics

Also did season 10-21’s comics, radio plays and text adventures!

CAR Gun

Includes UI on the model, showing both ammo types on the HUD in the bottom right and in the inventory and logic to swap between the set two ammo types.

Nemesis Gun

Includes UI on the model, and the charge meter over the weapon in the bottom right of the HUD

Rampage Gun

Includes UI on the model, overcharged indicator on the HUD in the bottom right and a new request functionality in the inventory.

IMC Armory Screens

The IMC armories contained screens that would:

  • Show all players as they entered the space
  • Show the time remaining of the event
  • Show the current wave number
  • On completion show the total loot bins unlocked and rarity achieved

Wattson Heirloom

Built the technical system to allow UI Art to display different UI animations based on the characters animation timline.

Leadership

When I joined the Apex Legends team there was not a UI technical team. I spent the next fours years expanding it from a team of one to a team of upward of fifteen individuals. As the team grew my priorities shifted and I helped support many of the below features from the early sign off days through their development.

Battlepass

Events

Artifacts

Challenges

Store

Dragon Age: The Veilguard

My role on the project is UX Technical Designer, and my day to day consists of create wireframes, design documents, managing systems, and reviewing schematics from other designers. I also sat on the accessibility board at BioWare representing the project.

Menu screenshots
Anthem Next
Anthem Live

Work on the live version and designed for future development(NDA). Responsible for prototypes, design documentation, and working with designers from other teams. Owned the wholistic UI experience and presented designs to projects game director. 

screenshots
ANTHEM

Jr. UX Technical Designer providing both wireframe support and design document support, as well as implementing approved designs in engine. 

screenshots
MASS EFFECT ANDROMEDA

Supported the team on the internal infrastructure team providing web tools through the BioWare Intranet. Managed JIRA and confluence user experience and built custom websites and tools using JIRA data for the game team.

WEB PORTFOLIO
GET IN TOUCH

Get in touch with me and I will get back to you as soon as possible.