Russell Vaccaro

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Objective

On my projects over the years, I have been the Lead on the UI development of the projects, making sure the UI Art and UX Design are on track throughout the project to completion. My high-level tasks in this position are, working with gameplay designers in constructing screens that complement gameplay, working with engineers in creation of the UI tools and screen construction and managing with UI artist and UX designers in the creation of the games UI. It is my desire to continue leading up UI teams in creating fun and engaging user interfaces, that push the medium forward in usability and aesthetics.

Credited Games

Fae Farm - Senior UI Artist, Lead

Crash Bandicoot 4 - Senior UI Artist, UX Designer

Spyro Reignited Trilogy - Senior UI Artist, UX Designer

Skylanders: Imaginations – Senior UI Artist, UX Designer

Skylanders: Trap Team – Senior UI Artist, UX Designer

Skylanders: Swap Force – UI Support

Skylanders: Spyro’s Adventure (Japan Version) – UI Support

Kingdoms of Amalur: MMO (canceled) – Senior UI Artist

Kingdoms of Amalur: Reckoning – UI Support

Civilization V – Lead UI Artist

Civilization Revolution – UI Artist

IHRA Drag Racing: Sportsman Edition – UI Artist

IHRA Drag Racing: 2005 – UI Artist

Rise of Nation: Throne and Patriots – UI Support

Civilization IV – Modeler/Animator Support

Civilization III: Conquest – 3D Modeler/Animator

Emperor: Rise of the Middle Kingdom – 3D Modeler/ Animator

TOOLS OF THE TRADE

Unreal Engine

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I have used this tool on several projects over the years. Most recently on the Spyro and Crash 4 titles. It has a very robust UI tool. I worked with and engineer at Toys for Bob to add a VFX layer to the UI tool that added a whole new level of WIZ BANG to the UI. It is a great engine and I look forward to using it in the future.

Photoshop

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Photoshop is the one tool that I have used on every project developed in my entire career. It is the tool that I am most confident in using and cannot imagine developing art for games without it.

3D Studio Max

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Started my career using 3D Studio max as a modeler/animator. As I transitioned to UI development, I continued using it for the creation and animation of icons and UI elements. It has been a great tool and I am thankful that the studios that I have worked at with over the years have accommodated me with a version of 3D Studio max.

After Effects, Illustrator and more….

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I have used many tools and engines (commercial and proprietary) over my years of game development, all with varying degrees of mastery. The real skill is being willing and adaptable enough to learn new tools and technology needed for each new project, which has been the only constant in game development.

Seasoned Career

I started out my career in the gaming industry as a general artist primarily focusing on modeling and animations before transitioning to UI. Moving to UI allowed me to work more closely with game designers and engineers, focusing on enhancing player usability and game play. Looking back, it was one of the best careers moves.