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PAT GUARINO
WORK EXPERIENCE

GEARBOX SOFTWARE
2017-2022 | Lead UI Artist
2015-2017 | UI Artist

Projects:

As the Lead UI Artist on Borderlands 3, I worked with a team of artists, designers and programmers to help concept and implement all of the User Interface content for the project. I was responsible for spearheading the development of the UI aesthetic. I worked to create playable prototypes of systems that we could test with the help of our User Research team. And as Lead, I was also responsible for recruiting, hiring and mentoring new artists.

On Battleborn, I was a contributing UI Artist. I worked within the established art style to implement new screens, bug fix existing ones and create additional assets like icons or splash images.

I also did some minor work on Tiny Tina's Wonderlands, helping out with consulting and feedback on the game as it progressed.

SELF EMPLOYED
2014-2015 | Game Designer, UI Consultant

Projects:

I worked for a year as an independent developer. In that time I created a playable prototype for a 2D action adventure game called Concrete Rift. I was the sole developer handling content art, level design, and programming.

I also worked with other indie developer friends, providing playtest feedback and consulting specifically on User Interface needs.

CRYSTAL DYNAMICS
2013-2014 | Lead UI Designer

Projects:

For my second, short stint at Crystal Dynamics I was hired to help out a UI team that had been hit with a lot of turnover. I worked with the Creative Director and Art Director to help streamline and simplify the interface design for Rise of the Tomb Raider. I did not ship Rise, but helped get the team on their feet and settle a lot of UI and UX questions.

I also contributed assets to Lara Croft and the Temple of Osiris, helping out in the months before that game launched.

2K MARIN
2010-2013 | Lead UI Designer

Projects:

I lead the UI team for The Bureau. This included oversight on artists and programmers, both in the United States and in Australia. We created several different design aesthetics as the game evolved in ways that changed the setting, perspective and tone of the project. My biggest contribution was the Battle Focus system, a tactical view that gave the player precise control over the movement and action of their AI companions. The system required months of design changes, which necessitated just as much UI development and rework.

CRYSTAL DYNAMICS
2007-2010 | UI Designer

Projects:

Hired as the studio's only UI designer, I was responsible for all of the interface design created for Tomb Raider Underworld and Lara Croft & The Guardian of Light. I worked with Creative Directors to establish the UX flow for various systems and with Art Directors on the general aesthetic for both projects. I also contributed work to several unreleased projects including a survival horror project and a multi-player 3rd person shooter.

LEFT FIELD PRODUCTIONS
2006-2007 | UI Designer

Projects:

  • World Series of Poker: Battle for the Bracelets
  • World Series of Poker: Tournament of Champions
  • Dave Mira BMX Challenge
  • Nitrobike

My major contribution at Left Field Productions was as the sole UI designer working on the two World Series of Poker titles. These projects had heavy UI needs, so they provided an excellent learning opportunity as my first job in the industry. I needed to handle singleplayer and online multiplayer concerns, as well as convert designs to accommodate varying screen sizes and console requirements. In addition to pure UI development, I also helped out with web design and promotional work for the small studio.

EDUCATION

BACHELOR OF FINE ARTS
Animation & Digital Media

College for Creative Studies
Detroit, Michigan
2000 - 2004


SOFTWARE EXPERIENCE

Adobe Creative Suite . Microsoft Office Suite
Unreal Editor . Unity . Figma . Miro . Perforce . Jira


SCRIPTING EXPERIENCE

Actionscript . HTML . CSS . JavaScript . XML . C#