
Ubisoft Singapore
2022 - 2025
Skull & Bones
Delivering player-facing UI systems for a AAA live-service title from pre-launch through 4 Seasons of post-launch content.

Role: UI Technical Artist
Player-facing Systems
Combat HUD
Ship Customization
Progression
Crafting
Maps
Notifications

Naval Combat HUD

World Event Contract Cards
My Role
UI Technical Artist
Utilizing Ubisoft’s proprietary Nodal-Graph engine - Developed and maintained UI for in game screens; compromising of complex UI widgets and layouts.
Acted as coordinator between Art and Tech job families to ensure proper communication - Meeting design and stakeholder intent.
Collaborated cross-functionally with UI designers, programmers, and artists to prototype features, resolve engine-specific constraints, and refine workflows for efficient node-based UI production.
Ownership of various topics - technical implementation and ongoing maintenance of several core in-game UI screens in the game such as - Naval Combat HUD, Notifications, Progression, Ship/Weapons/Equipment/Cosmetic customizations, Crafting Screens, Maps, In-game glossary and etc.
Creating Visual effects to pair up and further enhance UI feedback - aiding in realizing artist’s vision for assets in engine
Managed asset organization and data banks - Acted as data bank liaison to ensure naming convention, sizing, quality, properties of assets were in line with pre-set standards from a technical/engine standpoint.
Stood in as bridge for cross collaboration with other teams within Ubisoft’s ecosystem - Reviewing work and guiding members that require data related submissions.
Devised creative and technical solutions to solve issues between Art and Tech teams.
Onboarded new team members from local & overseas studios.
Branching out
Rigger and Technical Artist (Generalist)
Led post-launch character head rigging efforts to help develop 8 new character heads for in-game customization.
Collaborated with artist from oversea studios and external vendors - Liaising on visual standards between teams and delivering on fully rigged heads to be used in game.
Implementation and Iterated of new heads into game engine - cross checking against standards and constraints of existing cosmetics and facial feature assets.
Took up mentorship and guidance programs from senior members of other teams to upgrade skillset as a Generalist to prepare for future roles in other job families in Tech Art.
Key Challenges
Evolving Design Direction
Continuous iteration driven by gameplay changes, internal playtests, and Insider Program feedback often required established UI features to be revisited and refined.Live-Service Scalability
Player-facing systems needed to support future seasonal content, encouraging a shift toward modular, reusable, and data-driven UI components that reduced long-term maintenance costs.Balancing Design & Production
Preserving design intent while navigating technical constraints, production deadlines, and established development standards required close collaboration across multiple disciplines and co-development studios.
Reflection
Shipping and supporting a live-service title was certainly an eye-opening experience. Working on my first AAA title showed me that great player experiences are rarely the result of a single discipline or team working in isolation. Instead, they are shaped through continuous iteration, close collaboration, and the collective effort of many teams working alongside one another to evolve the experience.
I’m incredibly thankful for the experience and lessons I gained throughout my time at Ubisoft. The countless interactions with developers, designers, and senior team members challenged the way I approached game UI and gave me a much deeper understanding of the craft. More importantly, the experience gave me more than just a taste of what I had been studying and dreaming about since I was a kid playing games on the PlayStation 1.
It reinforced my love for UX, accessibility, and the process of making complex experiences feel clearer and more intuitive. It also gave me a stronger drive to seek out opportunities where I can make experiences more understandable, scalable, and ultimately, more enjoyable for the people using them.





