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RSanchez Resume

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ROBERTO SANCHEZ

VISUAL DESIGN/ UI/UX DESIGN

Phone Email Website LinkedIN


206.375.6877 [email protected] www.robb-sanchez.com linkedin.com/in/robertobenito/

PROFILE

I’m a seasoned graphic design/ visual designer known for my ability to collaborate seamlessly with
EDUCATION cross-functional teams, including designers, engineers, and peers. My expertise spans a wide range of
areas, from content management systems and big data analysis to user-centered design and UI patterns.
Visual Communication/ Animation I specialize in prototyping, crafting high-fidelity mock-ups, and designing interactive experiences that
Art institute of Seattle engage users effectively. My skills extend to visual communications, motion graphics, and branding, com-
plemented by a background in 3D character animation and visual effects. Renowned for fostering open
3D Animation
collaboration, I ensure that every aspect of our art pipelines is meticulously documented, contributing to
Mesmer Labs
a smooth development process.

SKILLS & EXPERTIZE EXPERIENCE

Photoshop
Illustrator Mar. 2023 / Senior UI Designer
InDesign Mar. 2024 Rewardify
After Effects
As the Senior UI designer, I collaborate closely with the design team and assist the creative
Animate
director in crafting a comprehensive style guide. My role involves updating UI elements to enhance
Maya
existing titles and designing front-end art assets for new projects. I work hand-in-hand with the
Unity
Figma development team, utilizing tools like Figma to create comps and ensuring seamless integration of

Unreal art assets into Unity for development.


3DS Max
Sketch Art Manager
Nov. 2022 /
Blender SHA - Housing Support Authority
Mar. 2023
As the Art Manager, I oversaw the recruitment of art instructors and supervised the hiring and
training process for interns who provided additional support. Additionally, I was responsible for
creating promotional materials for public outreach. I took the lead in designing the curriculum and
formulated an action plan to guide participants through the program, culminating in an art show
at the conclusion of each cycle of classes.

May 2022/ Senior UI/ UX Designer


Nov. 2022 Simutronics Corp.

As the Senior UI/UX Designer, I was deeply involved in the design process, producing mock-ups
and prototypes using Figma to iterate and test concepts. I also created wireframes for prototyping
and seamlessly implemented them into Unity for development. Additionally, I illustrated marketing
materials, crafting ad frameworks to promote product releases effectively. My influence extended
beyond visuals as I actively shaped design decisions to enhance user experience, advocating for
long-term scalability and improved feedback mechanisms. Leveraging AI, I swiftly generated con-
cepts for future UI designs, focusing on both aesthetics and functionality. Collaboration was key, as
I regularly communicated with fellow team members to ensure proposals maintained consistency
with our overall art style. Moreover, I contributed to 3D modeling efforts and conducted formative
research, auditing and evaluating existing interfaces to optimize usability and intuitiveness.
ROBERTO SANCHEZ
VISUAL DESIGN/ UI/UX DESIGN

Phone Email Website LinkedIN


206.375.6877 [email protected] www.robb-sanchez.com linkedin.com/in/robertobenito/

EXPERIENCE CONTINUED

Sept. 2021/ Lead UI/ UX Designer


SOFT SKILLS May 2022 Wildcard Games

As the Lead UI/UX Designer, I spearheaded the user-centric flow and functional design for both
Knowledge of HTML current and upcoming titles within the studio’s portfolio. Leveraging Figma, I crafted assets like
Knowledge of CSS animations and visual effects to produce dynamic in-game user interface designs, complete with
Usability Studies data-driven layouts and seamless transitions. These assets served as invaluable references for
Navigational Structures developers during asset creation. Additionally, I contributed to competitive analyses and conduct-

Proactive Research ed iterative design research to inform development decisions. I also played a key role in designing

Brainstorming folder structures and art pipelines, while creating journey maps to ensure the development team
had clear access to deliverables throughout the process.
Mentor
Leadership
Collaboration
June. 2021/ UI/UX Designer
Schedule Oriented
Sept. 2021 AT&T
Self-Motivated
As the UI/UX Designer, I collaborated closely with fellow creatives to conceptualize and refine
Problem Solver
ideas, ensuring alignment with strategic objectives across various disciplines. Grounding my solu-
Content Writing
tions in research, data, and best practices, I developed journey maps, flow diagrams, wireframes,
Typography
and interactive prototypes to address complex customer experience (CX) challenges. Through
PROFESSOR OF
Branding
objective evaluation and refinement informed by user testing, I continuously iterated on concepts
D Mapping
Journey IGITAL MEDIA
to enhance their effectiveness and usability.
User-Centric
Game
Attention Production
to Detail
IADT Sept. 2020/ Implementation Designer
Presentations
2011 - 2013 May 2021 Randstad - Microsoft (Note: Gap in employment due to marketing consultant with non-profit organization)
Communication
Focus: Maya, 3D Max, Adobe
Personas As the Implemention Designer, I collaborated closely with both UX and development teams to
Flash, Photoshop and After
Data Oriented craft dynamic in-game user interface designs and interaction experiences. This involved imple-
Effects
Prototyping menting data-driven layouts and providing information architecture layouts for designers to inte-

Documentation grate animations and transitions effectively. I utilized a Sketch to XAML coding engine to translate

ProductAnimation and Rigging


Design Principles interactive designs seamlessly and rigorously tested components by generating sample data code
Northwest
Facilitating College of Art
Workshops
to ensure scalability and consistency across UI content. Additionally, I contributed to the devel-
2009 - 2011 opment of a visual library of Sketch components for UI screens and established an updated icon
Leading and Creating Demos
Focus: Maya, Photoshop and library for franchise-wide use. To streamline icon development and delivery, I maintained a data-

After Effects base using Microsoft Power App to keep leads informed of icon development status and progress.

Mar. 2018/ Visual Designer/ UI Designer


Game Design
Sept. 2019 Cat Daddy Games (Note: Gap in employment due to tech information consultant with government funded organization)
Bellevue College
2009 - 2011 As the Visual Designer, I was responsible for producing art assets for Take Two’s mobile releases
Focus: Unreal, Maya, of “WWE Super Card” and “NBA 2K19 and 2K20.” My primary focus was on crafting creative and
Photoshop, Flash/ Animate and original visual effects, in-game marketing assets, icons, in-game HUD elements, and captivat-
After Effects ing playing cards featuring animated backgrounds. Additionally, I played a key role in creating
prototype comps for future features, utilizing tools such as Figma, Sketch, and the InVision App
to visualize and iterate on design concepts effectively.
ROBERTO SANCHEZ
VISUAL DESIGN/ UI/UX DESIGN

Phone Email Website LinkedIN


206.375.6877 [email protected] www.robb-sanchez.com linkedin.com/in/robertobenito/

EXPERIENCE CONTINUED

Dec. 2015/ Art Director/ Lead UX Designer


ACCOMPLISHMENTS Sept. 2017 DoD - Attain Inc.

In my role as art director, I led project management efforts and spearheaded the development of
Salon de Primavera a comprehensive visual asset library. This centralized repository facilitated access for developers,
2021 - 2023 artists, and project managers, ensuring alignment with product owners’ and government guide-
Monkey Shines Artist lines. Emphasizing User Centered Design, I utilized CMS platforms like Drupal and employed tools
2018 - 2023 such as Sketch, inVision, and Figma to create simple prototypes and asset libraries.
Mi Centro/ Centro de Latino Additionally, I delved into cutting-edge technologies, including early AI versions, to explore
2016 - 2021 potential tools for research and implementation. I also undertook projects utilizing the Unreal
City of Tacoma/ Tacoma Mall game engine, where I crafted journey maps and developed prototypes for VR simulations aiding
2018 military personnel with mental health. This involved creating basic geometry, static meshes, and
Tacoma Art Museum visuals to populate the VR environment. Through these endeavors, I gained valuable insights into
2018 Python and C+ languages, enriching my skill set and reinforcing my commitment to innovation in
art direction.

INTERESTS Mar. 2014/ Senior UX Designer/ UI Artist


Dec. 2015 DoubleDown Interactive

As The Senior UX Designer/ UI Artist, I specialized in front-end HUD design and the creation of en-
gaging visual effects. Alongside these primary responsibilities, I actively conducted user research,
gathering valuable data from similar platforms to inform our design decisions. I also took charge of
Biking Traveling Art building wireframes and developing prototypes, ensuring a seamless user experience by providing
a clear understanding of the front-end’s look and functionality. Additionally, I explored prototype
concepts for future projects using Unity, contributing to the ongoing innovation and improvement
of our design approach.

Music Photography
Jan. 2013/ Lead UI Designer
Feb. 2014 K.A.L.E - Microsoft

LANGUAGES As the lead UI designer, I focused on crafting compelling front-end HUD designs and captivating
visual effects. Alongside these core responsibilities, I actively engaged in user research, gathering
valuable insights from similar platforms to inform our design process. I took charge of building
English wireframes and developing prototypes, ensuring a user-friendly experience by providing a clear
Native speaker understanding of the front-end’s look and functionality. Additionally, I spearheaded prototype ex-

Spanish ploration for upcoming projects utilizing Unity, contributing to the ongoing innovation and enhance-

Native speaker ment of our UI designs.

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