Resume
Khoan Quach
Veteran Game Developer specializing in UI/UX & Visual Design.
Veteran Game Developer specializing in UI/UX & Visual Design.
Advanced UI/UX Designer
Hi-Rez Ventures – Titan Forge Games | Apr 2024 – Sep 2025
Title: SMITE 2
Hi-Rez Ventures – Titan Forge Games | Apr 2024 – Sep 2025
Title: SMITE 2
• Joined during early pre-production and was entrusted with defining and enforcing brand compliance across both the game client and publishing channels.
• Served as OAK (One-Ass-to-Kick) for front-end UI design on SMITE 2, acting as the primary owner and decision-maker for player-facing UI systems.
• Set the visual direction, standards, and best practices for front-end UI through close collaboration with design leads, platform engineers, and studio executives.
• Established a 1:1 Figma → Unreal Engine 5 workflow, leveraging design system components, style tags, and shared conventions to ensure pixel-accurate implementation in engine.
• Led UI/UX design for player cosmetic systems, balancing presentation, clarity, and monetization goals in a live-service environment.
• Oversaw the production and visual quality of all 2D cosmetic assets leading up to launch, ensuring consistency across rarity tiers and collections.
• Designed the loot box / gacha system, including visual presentation, reward sequencing, and rarity signaling to drive excitement and perceived value.
• Designed the pre-match lobby and draft experience, enabling solo players and ranked teams to select and ban Gods across multiple game modes.
• Designed the cross-platform social system, allowing players to connect, chat, form parties, and play together across all major platforms.
• Delivered scalable UI solutions supporting PC and console while meeting performance, accessibility, and usability requirements.
Lead Product Designer
RallyHere Interactive | Feb 2023 – Apr 2024
RallyHere Interactive | Feb 2023 – Apr 2024
• Served as design lead on a cross-platform multiplayer Backend-as-a-Service (BaaS) product enabling studios to build, launch, and operate live-service games.
• Led product design and visual identity for RallyHere, a bespoke SaaS platform for game developers, including logo design, brand system, website, B2B marketing collateral, and internal documentation standards.
• Led product design and visual identity for RallyHere, a bespoke SaaS platform for game developers, including logo design, brand system, website, B2B marketing collateral, and internal documentation standards.
• Partnered closely with senior and principal engineers to design complex, data-driven systems with a focus on clarity, scalability, and developer usability.
• Designed a role-based web portal supporting multiple user personas, including: Studio executives, producers, game designers, live-ops engineers, and third-party platform/service integrations.
• Owned end-to-end product UX, including: Information architecture, system modeling, user flows, permission-based experiences, wireframes, interactive prototypes and design specs.
• Designed core live-service feature experiences, including: Game instance matchmaking, Live-Ops tooling (events, configurations, deployments), commerce and monetization systems.
• Ensured seamless engine-level integration with Unity and Unreal Engine, aligning product UX with real-world game development workflows.
• Championed a product vision focused on democratizing live-service development, enabling small and mid-sized studios to access backend infrastructure traditionally limited to AAA teams.
• Collaborated with product, engineering, and go-to-market stakeholders to balance technical constraints, user needs, and business goals.
Senior UI/UX Designer
Hi-Rez Ventures / First Watch Games Aug 2022 - Feb 2023
Titles: Rogue Company & Rogue Company Elite (Mobile)
Hi-Rez Ventures / First Watch Games Aug 2022 - Feb 2023
Titles: Rogue Company & Rogue Company Elite (Mobile)
• Continued to support live-service updates by extending UI systems for new content, events, and progression features post-launch.
• Led mobile-first UI/UX design for Rogue Company Elite, adapting a competitive console/PC shooter experience for touch-based interaction and smaller form factors.
• Redesigned core UI systems to support mobile usability, including: touch-friendly controls and hit targets, readability and hierarchy for small screens and simplified navigation flows for short play sessions.
• Collaborated with design, engineering, and production to balance feature parity with platform constraints such as performance, screen real estate, and input modality.
• Created and iterated on mobile-specific wireframes, user flows, and interactive prototypes prior to Unreal Engine implementation.
• Implemented and polished UI directly in Unreal Engine, ensuring responsive layouts across a range of mobile devices and resolutions.
• Ensured brand and UX consistency with the core Rogue Company franchise while optimizing for mobile player behavior and monetization patterns.
UI/UX Designer
Hi-Rez Ventures / First Watch Studios | Nov 2017 – Aug 2022
Titles: Rogue Company
Hi-Rez Ventures / First Watch Studios | Nov 2017 – Aug 2022
Titles: Rogue Company
• First UI/UX designer hired for First Watch Games, contributing from early pre-production through live release of a new AAA IP.
• Led visual design and brand identity development for Rogue Company, including logo design, iconography, typography, and graphic systems that defined the franchise.
• Collaborated closely with game design leadership and Art Director to align UI/UX decisions with gameplay systems, player readability, and visual direction.
• Partnered with publishing and brand management to establish brand pillars, style guides, and publishing standards across marketing and external-facing materials.
• Designed UI systems for prototypes and vertical slices, supporting rapid iteration during early gameplay validation.
• Owned the end-to-end UI/UX pipeline, including: User flow mapping and information architecture, low and high-fidelity wireframes, Interactive prototyping, and fully polished UI implementation and integration in Unreal Engine.
• Ensured UI scalability and consistency across PC and consoles.
• Designed the cross-platform social system, allowing players to connect, chat, form parties, and play together across all major platforms.
• Advocated for player-centric UX, balancing usability, performance constraints, and visual clarity in a competitive multiplayer environment.
Web Designer
Hi-Rez Studios | Jun 2015 – Nov 2017
Hi-Rez Studios | Jun 2015 – Nov 2017
• Designed and shipped player-facing web experiences for live-service titles including SMITE and Paladins, supporting esports, content releases, and promotional events.
• Collaborated with studio leadership and HR to design and launch a corporate recruitment website, aligning brand identity and company culture with hiring goals.
• Designed esports websites for SMITE and Paladins Pro League, including API integrations that surfaced live match data directly from the game client.
• Created thematic promotional websites and landing pages for God/Hero releases, seasonal events, and marketing campaigns.
• Designed a cross-platform account-linking web portal, enabling users to connect accounts across Xbox Live, PlayStation Network, Nintendo Online, Steam, Epic Games, and Twitch.
• Partnered with engineers to ensure UX clarity, data accuracy, and platform compliance across multiple ecosystems.
• Applied strong fundamentals in UI design, information architecture, and user flow optimization for high-traffic, player-facing systems.
Marketing Graphic Designer
Hi-Rez Studios | Jan 2015 – Jun 2015
Hi-Rez Studios | Jan 2015 – Jun 2015
• Designed JSON-driven marketing assets integrated into live game systems to promote events, content releases, and in-game store sales.
• Created social media visuals and thumbnails for official studio channels across Twitter/X, YouTube, Facebook, and Instagram.
• Developed seasonal and live-ops advertising campaigns, including battle passes, limited-time events, and first-party promotions.
• Collaborated with product, live operations, and marketing teams to align promotional content with release schedules and player engagement goals.
• Partnered with external brands and collaborators to design co-marketing campaign assets and promotional materials.
• Ensured visual consistency and brand fidelity across in-game, web, and social channels.
• Applied strong understanding of live-service monetization, player engagement loops, and promotional UX.
Art Director
Fairway Outdoor Advertising | Feb 2013 – Feb 2015
Fairway Outdoor Advertising | Feb 2013 – Feb 2015
• Led art direction and visual design for large-scale outdoor advertising campaigns, from concept development through final production.
• Mentored and guided junior designers, providing feedback on composition, typography, visual hierarchy, and brand consistency.
• Partnered directly with clients and stakeholders to brainstorm creative concepts, translate business goals into visual solutions, and present design rationale.
• Collaborated with senior sales executives to develop client-facing marketing collateral and pitch materials used across nationwide campaigns.
• Oversaw end-to-end creative workflows, ensuring design quality, visual clarity, and timely delivery under production constraints.