Nat Dart
UX/UI Leadership
A seasoned leader in AAA video games, Nat specializes in the creation of best-in-class UX/UI
Skills & Expertise
• Art direction, mentorship, critique. people management
• UI Art & UX Design
• 2D & 3D Animation

• Unity, Proprietary game engines 
• Maya, 3DS Max
• XD, Figma, Miro, Invision
• Adobe Creative Cloud
Game & App Development
Ubisoft
Lead UI Artist
May 2022 – Present
XDefiant (Console, PC)

• Establish the UX/UI with UI mockups and style guide
• Lead UI design across a team of 30+ Designers
• Conduct daily reviews and feedback sessions with team
Treyarch
Senior UI Artist I
Nov 2019 – May 2022
Call of Duty: Vanguard (Console, PC)
Call of Duty Black Ops: Cold War (Console, PC)
• Developer of UI features from ideation to ship
• UX/UI Internship Director
Infinity Ward
Senior UI Artist I
Nov 2018 – Nov 2019

Call of Duty: Warzone (Console, PC)
Call of Duty: Modern Warfare (Console, PC)
• Designed the UI Style Guide
• Created UI art comps, graphics and animations to support front-end and HUD
• Reviewed all implemented UI to ensure consistency 
• Provided daily artistic feedback to artists and designers
Motiv
UX/UI Designer
Feb 2018 – May 2018

Motiv App (Mobile)
• Created UX wireframes, UI comps and art assets.
• Built an interactive prototype of the app using Invision. 
Anki
Lead Artist
Mar 2015 – Feb 2018
Overdrive (Mobile)
Overdrive Fast & Furious Edition (Mobile)
Cozmo (Mobile)
• Lead a team of artists that created characters, 3D models and UI graphics
• Created and maintained the UI style guide.
• Implemented graphics and built UI components in Unity.
KIXEYE
Senior UI Artist
March 2014 - March 2015
War Commander: Rogue Assault (Mobile)
• I created art comps of the HUD, map screen, inventories, micro-transactions, menus, buttons and icons.
• Working within Unity, I built UI components matching the look of approved comps.
Electronic Arts
UX/UI Designer
June 2012 - Feb 2014
Dawngate (PC)
• Developed the UX by creating flow diagrams and wireframes of the front-end and in-game screens.
• I made UI comps, icons, animations in Flash using actionscript, and working with the Art Director established the UI style guide.
• Working with two engineers, built and skinned the UI components using Flash and Scaleform.
Telltale Games
Lead UI Artist
June 2011 - July 2012
The Walking Dead: Season One (Console, PC, Mobile)
Law and Order: Legacies (Mobile)
Jurassic Park (Console, PC, Mobile)
Sam and Max: Beyond Time and Space (Console, PC, Mobile)
Tales of Monkey Island (Mobile)
The Wolf Among Us: Season One (Console, PC, Mobile)


• Created UX wireframes and UI art comps of the front-end menus and in game HUD.
• Established and maintained cohesive UI art styles with icons, colors and fonts.
• Implemented art and animation into the game build using the studio's proprietary Telltale Tool.
• Designed packaging and marketing materials.
Disruptive Publishers
UI Artist
Jan - July 2011
• Developed a variety of UI art styles to theme the look of the Sony Playstation XMB.
• Created 'Dynamic Themes' for Capcom, Paramount Pictures, MLB, NHL and NCAA.
• Built UI graphics and 3D animations and implemented them using XML.
Propaganda Games
UI Artist
April - Nov 2010
Pirates of the Carribbean: Armada of the Damned (PS3, XBOX 360, PC)
• This 10 month contract unfortunately ended with the studio closure, but my time on Armada of the Damned was a solid education in AAA game development.
• Together with the lead UI Artist and Art Director, we developed the UX and the UI art style.
• I created UI comps for all the front-end screens, drew icons, chose font styles, animated some cool stuff in Maya and implemented it all into the build using Scaleform and Flash.
Magmic Games
Lead Artist
Nov 2006 - March 2010
The New York Times: Crossword (iOS, Blackberry)
The New York Times: Sudoku
Guitar Hero Mobile
Solitaire Legends
Spades King
Cribbage King
Texas Hold ‘Em King Poker 2
Rubik’s Cube
Bass Assassin 2
• Our team of 5 created games for Blackberry, Windows Mobile and eventually iOS in the early years of mobile game development.
• I developed the UI from initial concept sketches to final assets and implementation. 
• For many of the games I also designed splash screen illustrations and marketing materials
Education
Emily Carr University of Art, Media & Design
Bachelor of Media Arts: Animation
2004 - 2008
Sinclair Secondary School
High School Diploma: Honors
1999 - 2003
AWARDS
Spike 2012 Video Game Awards
Game of the Year "The Walking Dead"
Shared with Telltale Games
Polygon
2012 Game of the Year "The Walking Dead"
Shared with Telltale Games
Wired Magazine
2012 Game of the Year "The Walking Dead"
Shared with Telltale Games
Adobe Design Achievement Awards
Runner Up “The Nature of Battle”
Teletoon Animation Scholarship
Most Promising Student, 3rd

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