About


Hi, my name is Susan and I like to tell people I'm a UI/UX designer. When they ask me what that means, I say my skills consist of user research, creating wireframes, prototyping, and designing visual UI elements. If they still don't get it, I tell them I make their applications clean and user-friendly.

Résumé

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iboss Cybersecurity


The iboss Distributed Gateway Platform is the first and only web gateway as a service, uniquely designed with revolutionary node-based architecture.

At iboss my main role is working with the product and engineering teams on updates, new features, and redesigns of the iboss cloud, gateway, and reporting products primarily for commercial businesses.

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Ridj-it


Ridj-it is an adventure carpool platform that brings people to cool activities and events beyond the city limits by connecting riders and drivers.

I worked briefly with the two founders to help guide them in their vision for how the web application would look and feel. The main concern that needed to be addressed was the ability for people to find activities quickly and for newcomers to get a sense of what the product was.

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OpenFeint


OpenFeint was the largest mobile social gaming network, leading in mobile social gaming with over 104 million users across multiple app stores and operating systems. In 2011, they were acquired by Japanese gaming giant GREE.

I was given the role of Graphic Designer here with a primary focus on printed collateral for conferences, digital email newsletters, and graphic banners for the developer site. Later on I began to transition into user interface by mocking up new updates on parts of the developer website. I was then given my biggest task yet which was to wireframe, mock up, and redesign the entire player-facing website.

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Backbone Labs


Backbone Labs products dentify at-risk behavior in the workplace and recommend actions to promote and maintain overall back-related wellness.

I was commissioned to help create an instruction manual for Backbone in addition to rethinking the UI on a couple of their screens. I used their app design style and logo as a foundation for how the graphics should look.

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Unreleased


Demiurge Studios makes mobile, console, and PC games featuring deep systems and memorable characters

At Demiurge my main role was a UI Artist. I focused primarily on the user experience by conducting research and creating wireframes. Occasionally I would help out with Flash mock-ups for UI flows and also with UI art. This unreleased project is based on an RPG match-3 game. I helped create wireframes, mocked up a version of the UI art and icons, and created a Flash animation for how using a passive ability to power up teammates would function.

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Fruit Mania


Fruit Mania was a colorful collapsing game created at Storm8 Studios. Players cleared levels by matching tiles of the same color and leveling up with bonuses.

I was the lead UI designer on Fruit Mania and my role consisted of research, wireframes, UI art mockups, and Flash prototyping. As the primary UI person, I got to work closely with engineers, product managers, and artists to see this game through from start to finish.

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Unreleased


Demiurge Studios makes mobile, console, and PC games featuring deep systems and memorable characters

I was the principal UI designer for this unreleased project. The main purpose of this game was to create a live, real-time survival RPG that would enable multiple users simultaneously building alliances, collecting loot, and eliminating enemies. This game was never released.

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Restaurant Story 2


Restaurant Story 2 was a remake of the widely successful original: Restaurant Story. Featuring updated graphics, 3D gameplay, and new recipes, this game started out as a prototype in target countries such as Canada, the Philippines, and Taiwan before officially launching worldwide.

I worked alongside a senior UI designer on this project. While we both helped with UI design and UI art, I contributed a bit more on the art front. I created the UI style, the iconography, and selected the fonts. I was also able to work on some wireframes for the functionality of gardening, decorating, and a farmer's market feature.

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Marvel Puzzle Quest


Demiurge Studios makes mobile, console, and PC games featuring deep systems and memorable characters

MPQ was a successfully running game from Demiurge by the time I joined the team. My role as UI Artist meant I was able to help support the team by wireframing new features. These wireframes were then implemented with the help from engineer and support for the Flash elements.

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Frozen Frenzy Mania


Frozen Frenzy Mania was a match-3 developed by Storm8 Studios. I worked alongside a team of developers, product managers, artists, and a senior UI designer to help ship this game. For this role, I mainly took on the responsibility of creating prefabs withing Unity and setting up the UI on each screen of the game. This included things like font management, multi-device support, localization, and the new ability to switch from portrait mode to landscape mode seamlessly.

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UI Art


During my time at Storm8 I had the privilege of working on many successful mobile titles. Some of these games hit the top 10 free games in the app store in their peak times. While my role varied on each project, the following are examples of some of the UI art I contributed to these games. Titles included games such as Candy Blast Mania, Dragon Story, Castle Story, Hidden Objects: Mystery Seeker Story, and Slots.

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