"Who's that?""That's Tron. They fight for User.- Tron (1982)That's me in a nutshell: A champion for the user who pushes for the absolute best-in-class game UX. I strive to create intuitive, accessible, comfortable, and immersive experience that fits into the fiction of the game world and feels seamless to players. I am also an advocate for Accessibility and believe that no matter who you are you should be able to play.How do I work? I'm the kinda person who wants to get it done "right". I am process oriented and always seeking to put the plan to paper. I am proactive and willing to reach out to any discipline for information, insight, and feedback. I am an evangelist who can teach others about UX, rallying them to follow best practices.Personal Highlights• Over 12 years of diverse experiences from mobile, console, VR, and card/board games• Wide lens view of production, having been in the role of a QA tester, designer, and producer• Creator of 2 board games, 1 Choose Your Own Adventure book, 3 Alternate Reality games
Ready At Dawn Studios
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Senior Visual DesignerReady At Dawn Studios Apr 2021 - PresentGeneral• Drafted sweeping overhauls to internal UI tools and pitched them to stakeholders• Reorganized team UX/UI wiki homepage to be a "home base" for knowledge and research• Pitched the Deep Dive "show & tell" weekly activity for the teamEcho VR - Quest 2• Created high fidelity prototypes to collaborate and iterate upon with team members • Facilitated internal user testing to learn the strengths and weakness of the design• Conducted UX research on over a dozen VR tiles, cataloging features on wikipagesLone Echo II - Quest 2• Collaborated with game designer to create a half-dozen FUI screens • Advocated the use of Jira to improve production pipeline
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Senior Ux DesignerReady At Dawn Studios Apr 2021 - PresentGeneral• Forged XFN partnerships across Meta, including Design, Accessibility, & Trust• Authored the Games Accessibility Playbook for VR to provide guidance for 1P studios• Researched and wrote documentation outlining platform-level improvements for AX & Trust & Safety• Facilitated conversations to identify our audience using Lean UX techniques utilizing proto-personas • Leveraged Mural for an easy-to-consume UX pitches & comprehensive UI art reference• Crafted "mini-mood boards" templates with color, texture, VFX and typography for rapid iteration of UI designsMisc• Stepped up post-layoffs (x2) to shepherd the remaining team and hit goals without missing a beat• Single-handedly delivered a concise creative vision, including highly detailed GDD and AAA quality pitch deck in the span of 2 week Game Jam
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Visual/Ui DesignerNetherrealm Studios (Wb Games) Apr 2016 - Apr 2021Chicago, Il, UsInjustice 2 Mobile - iOS/Android• Steered the visual design for 3 years as the dedicated artist assigned to the product• Created visual designs and animations for major menus including the HUD, Store, and Leagues• Redesigned the FTUE weaving together game mechanics and a narrative• Directed 3D, VFX and SFX teams when creating celebration choreography • Architected dozens of UI components in UMG including menus, buttons, tooltips and popups• Trained UI outsourcers in Unreal 4's UMG for over a year in prep for product hand-off• Wrote over 40 wikis on processes, best practices, game vernacular, and how to guidesMortal Kombat Mobile - iOS/Android• Overhauled the visual design and user interaction for the Character Upgrade menu• Systematically unified UI components, culling nearly a hundred duplicate one-off componentsUnannounced Project• Collaborated with engineers to architect flexible and modular UI components• Created moodboards that led to the creation of 5 different visual directions• Drafted storyboards to pitched ideas for celebrations sequences -
Visual/Ui DesignerWargaming.Net Jun 2014 - Feb 2016Nicosia, CyWorld of Tanks - Xbox 360/Xbox One/PS4• Spearheaded the overhaul of the UI to a modern, cleaner aesthetic• Worked hand-in-hand on UX designs and dramatically shaped the FTUE• Championed the introduction of animatics and style guides to pipeline• Conducted and lead art reviews insuring high quality work• Created dozens of icons, illustrations and menu mock-ups• Proactively worked across disciplines to improve communication, pipelines and tools -
Game Designer/Graphic DesignerToy Vault Inc Mar 2013 - May 2015Firefly: Fistful of Credits - Board game• Prototyped, tested and published board game using 20th Century Fox's Firefly license• Created board game artwork and assets from scratch based off extensive art direction• Art directed freelance artists to execute illustrations of characters and environments• Crafted marketing materials including wallpapers, website elements and promo art -
Ui Artist/Visual DesignerIndygames Feb 2013 - Jun 2014Temple Run 2 arcadeRail Rush arcadeTemple Run arcade (Chinese)• Re-designed existing UI for conversion to the HD arcade format• Created UX documentation and flows for game menus
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Freelance - Graphic DesignerNskn Apr 2013 - Feb 2014Bucharest, RoProgress: Evolution of TechnologyPraetorExodus: Proxima Centauri (2nd addition)Perfect Storm• Created icons, cards and player mat artwork for the board and cards game• Fluidly communicated with client to extract art needs in relation to gameplay -
Ui ArtistBabaroga Games, Llc Aug 2012 - Feb 2013Rogue Racing - iOS/Android• Lead design vision and art direction on menus, buttons and in-game HUD elements • Communicated functionality and artistic vision by spoken word and thorough documentation• Worked closely with game design team, creating flowcharts, and capturing requirements
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Business ArchitectSta Group, Llc May 2012 - Jul 2012Chicago, Il, Us• Restructured and streamlined existing Business Architecture, distilling to core essentials• Closely collaborated with client to capture Business Requirements, Rules and Data Elements• Determined course of action working across different lines of business within an enterprise• Consulted for one of the Top 50 Fortune 500 companies -
Freelance - ProducerQurio Oct 2011 - Feb 2012• Coordinated asset production with overseas art and programming teams• Created production pipeline, asset list and bug/task entry systems• Established quality control measures across a multinational team• Developed and wrote game proposals tuned to a variety of client specific audiencesAdditional Responsibilities• Studied and assessed other games within the casual gaming marketplace• Drafted multiple graybox mockups and designed menus, icons, and background art
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Freelance - ProducerPipe Dreams 3D Sep 2011 - Nov 2011• Produced a total of 12 animatics for Chicago agencies Leo Burnett and Draft FCB, on behalf of various Fortune 500 brands• Handled client requests, scheduled feedback meetings and problem solved technical issues• Established realistic, achievable goals for each deadline• Led a team of 8 artists, conveying art changes face-to-face and in written documentation
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Freelance - Graphic DesignerToy Vault Inc Jul 2011 - Sep 2011Starship Merchants - Board game• Designed game logo, icons, card designs, tokens and the game board• Established a rich visual aesthetic after research into retro and modern sci-fi references • Conscious of playability, edited rules down and suggested gameplay examples for easier play -
Freelance - Ui ArtistIron Galaxy Studios Dec 2010 - Jan 2011Chicago, Il, UsStreet Fighter 3: 3rd Strike - Xbox 360/PS3• Re-created UI, HUD and menu artwork for HD re-release of the arcade classic• Identified art assets buried in code and then faithfully re-created each in high definition• Developed an inventory list and produced artwork with little to no art direction• Worked closely with engineers, rapidly iterating artwork to test and isolate engine issues -
Independent Game DesignerVexillum Leporum Aug 2003 - Aug 2010Raiders of the Moai - Board gameMay 2008 – October 2009• Prototyped, tested and produced independent board game• Created all board game artwork and assets from scratch based off extensive art directionDay 22 - ARGJanuary – July 2006• Designed a 24 themed game spanning 22 hours across 17 Chicagoland locations • Created extraordinary "live-action" situations including kidnappings and break-ins
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Quality Assurance TesterRobomodo Oct 2008 - Jul 2009Chicago, Il, UsTony Hawk: Ride - Xbox 360/PS3• Planned and executed testing on the skateboard peripheral game• Communicated expectations, trends, and solutions in department meetings• Lobbied for specific and persistent action during crucial milestonesAdditional responsibilities:• Created LKG, Smoke test documentation in addition to QA tutorials and protocol• Trained other studio members in bug tracking software, DevTrack -
Quality Assurance TesterMidway Amusement Games, Llc Jun 2008 - Oct 2008UsMortal Kombat vs. DC - Xbox 360/PS3Blitz: The League 2 - Xbox 360/PS3• Completed ad hoc, functional, regression, and performance testing on AAA titles -
3D DesignerThe Burback Brothers Animation Group Jan 2006 - Jun 2008• Produced a variety of high-end artwork ranging from conceptual products to environments• Managed a team of 5 artists while effectively steering complex motion graphics and 3D animation projects• Designed and implemented solutions to production pipeline problems, including overhauling the 3D model and texture archive to streamline access
Dc Coffey Education Details
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Columbia College ChicagoComputer Animation
Frequently Asked Questions about Dc Coffey
What company does Dc Coffey work for?
Dc Coffey works for Ready At Dawn Studios
What is Dc Coffey's role at the current company?
Dc Coffey's current role is Senior UX Designer at Ready At Dawn Studios.
What schools did Dc Coffey attend?
Dc Coffey attended Columbia College Chicago.
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