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Currently doing interface design for AAA game titles with an emphasis on usability and animation. Past experience with web design/development, branding, and motion graphics. Always interested in new technology and boosting team productivity.Specialties: Graphic Design, Interactive Design, Branding and Identity, Illustration
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Principal Ui Tech ArtistPsyonix Jan 2022 - PresentSan Diego, Ca, Us -
Ui / Ux LeadPsyonix Apr 2014 - Dec 2021San Diego, Ca, UsIn a little over a year, I rearchitected, redesigned, and reimplemented the UI for Rocket League in Scaleform from the ground up, delivering a multi-platform, resolution-independent, intuitive, and fully-featured interface. In addition to the UI, I also redesigned the brand for the game, including its final logo and numerous marketing materials for both the PlayStation and Steam storefront.Shipped titles: • Rocket League (July 7, 2015) -
Ui / Ux DeveloperMolten Games Oct 2013 - Mar 2014Applying the technical expertise I learned at SOE and my background in graphic design from High Moon and prior, I was able to create a polished, consistent, and functional user experience for Blunderbuss from concept to implementation across all screens in approximately 5 months. As a startup company, Molten didn't yet have a marketing department, so I filled in and skinned the game's installer, launcher/patcher, redesigned the Molten Games website, and created a number of presentation materials.
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User Interface EngineerSony Online Entertainment Nov 2011 - Oct 2013San Diego, Ca, UsTaking on a more technical role, I shared duties with 3 other engineers in implementing features and polish for all UI screens in Planetside 2. The architecture and maintenance of the map screen, one of the most complex interactive components in the game, was my primary responsibility.Shipped titles: • Planetside 2 (November 20, 2012) -
User Interface ArtistHigh Moon Studios Jun 2006 - Oct 2011Carlsbad, Ca, UsAs the first User Interface Artist at High Moon in 2006, I was instrumental in forming the studio's UI pipeline on The Bourne Conspiracy. After shipping The Bourne Conspiracy, I led the way in incorporating Scaleform GFx into the UI workflow for Transformers: War for Cybertron. I was also the sole UI developer on Transformers: Fall of Cybertron for the early half of its production and much of my interface work shipped with the final game, including the HUD, pause/settings menus, multiplayer lobby, and character customization.Shipped titles: • Transformers: Fall of Cybertron (August 21, 2012) • Transformers: War for Cybertron (June 22, 2010) • Robert Ludlum's The Bourne Conspiracy (June 3, 2008)
Jared Adkins Skills
Jared Adkins Education Details
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Full Sail UniversityDigital Media
Frequently Asked Questions about Jared Adkins
What company does Jared Adkins work for?
Jared Adkins works for Psyonix
What is Jared Adkins's role at the current company?
Jared Adkins's current role is Principal UI Tech Artist at Psyonix.
What is Jared Adkins's email address?
Jared Adkins's email address is ja****@****mem.com
What is Jared Adkins's direct phone number?
Jared Adkins's direct phone number is +135235*****
What schools did Jared Adkins attend?
Jared Adkins attended Full Sail University.
What skills is Jared Adkins known for?
Jared Adkins has skills like User Interface Design, User Interface, Game Development, Animation, Video Games, Graphic Design, Interaction Design, Game Design, Unreal Engine 3, Illustration, Multiplayer, Interactive Programming.
Who are Jared Adkins's colleagues?
Jared Adkins's colleagues are Jason Shields, Sean Eaton Taylor, Brianna H., Leo Windham, Eric Majka, Blue Krueger, Benjamin Goe.
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