Nathan McGuire
Nathan McGuire
Art Director
Austin, United States

Summary

I am a UI/UX Director at Visual Concepts. I have been a career generalist and am passionate about setting up collaborative and creative dev teams, visual storytelling, and game feel. I have worked on indie, AAA, and R&D projects across the entire game space, in a myriad of engines, toolsets, and pipelines.

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Skills

Art DirectionProject ManagementHard Surface Modeling3D ModelingTexturingPhysically Based RenderingTraditional Texture PipelineModular Environment CreationEnvironment DesignEnvironment ModelingProp DesignProp ModelingBasic RiggingMechancical Animation3D AnimationPixel Art2D AnimationDigital SculptingBSP BlockoutsDigital PaintingUV MappingScrumAgile

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Substance 3D Painter
Substance 3D Painter
SpeedTree
SpeedTree
Unity
Unity
Unreal Engine
Unreal Engine
Jira
Jira
Scrumwise
Scrumwise
Tortise SVN
Tortise SVN
Perforce
Perforce

Experience

  • UI/UX Director at Visual Concepts
    Austin, US
    May 2026 - Present

  • Art Director at Lost Boys Interactive
    Austin, US
    March 2021 - April 2026

    Shipped Titles:

    WWE 2k26

    WWE 2k25

    WWE 2k24

    WWE 2k23

    WWE 2k22

  • Associate Art Director at Lost Boys Interactive
    Austin
    November 2020 - March 2021

  • Sr UI Artist at Lost Boys Interactive
    Denver, CO, United States of America
    August 2020 - November 2020

  • UI/UX Artist, Production Artist, Marketing Artist, Web Designer at Direwolf Digital
    Denver, CO, United States of America
    May 2019 - August 2020

    Shipped Titles and Roles:

    UI/UX Artist - Raiders of the North Sea (Steam/Mobile)

    UI/UX Artist - ROOT (Steam/Mobile)

    UI/UX Artist, 2D Artist, Animator - Game of Thrones Digital Board Game (Steam/Mobile)

    Production Artist - Clank! Temple of the Ape Lords (board game)

    Production Artist - Clank! In Space! Cyberstation 11 (board game)

    Production Artist - Clank! Legacy - The “C” Team (board game)

    Web Development:

    I designed from Wireframe in Adobe xD, authored all the assets and contributed to design functionality for both browser and mobile UX for the following websites -

    https://www.direwolfdigital.com/root/

    https://www.direwolfdigital.com/sagrada/

    https://www.direwolfdigital.com/yellow-and-yangtze/

    https://www.direwolfdigital.com/raiders-of-the-north-sea/

    Video Editing:

    Rigged, Animated, shot in unity and edited in Adobe Premiere/After Effects game Trailers for ROOT and Sagrada(Teaser and Release). (Digital Board Games)

    Marketing Production Artist:

    Web Ads for both Print Media, Web, eCommerce Sites, Digital Stores, and Socials.

    Complete overhaul of the Mailchimp E-mail Newsletter Layout design and ad creation. Created a themed visual language to use across studio news, and specific game titles.

    Website Design in Adobe XD and Development on our main website, game pages, and eCommerce Store.

    Created Assets for various other physical and digital distributors: Amazon, Steam, iOS AppStore, and GooglePlayStore

    Large Format Convention Marketing Art (Banners, Booth Skins, Signage, Price Sheets, Hand Outs, etc)

  • 3D Modeler and Rapid Prototyper at Electronic Arts
    Austin, TX, United States of America
    June 2017 - Present

    Managed numerous of my own projects from initial research and preprodcution all the way sunset and post-mortem reporting. Focusing mostly on emerging hardware and software for UI/UX research, and mobile 3D Scanning and 3D capturing. I coordinated with other teams within EA, namely DICE LA/Stockholm and SEED, as well as other process teams with EA.

    Sole 3D modeler on an R&D team for 3D printing working with all EA titles and IPs as well as creating custom one-offs for internal employee recognition. I created small dioramas, props, character and monster statuettes and then 3D printed them, often with the capacity to hold electronics which I wired integrated myself. Solely responsible for rapid iteration and problem solving in order to create high fidelity 3D models that were also structurally possible to print.

    I also go to learn a lot of really cool one off skills, such as I helped remodel and rewire two large office spaces using CAD models for planning, electrical wiring and basic mechanical engineering for small scale prototyping and production.

  • 3D Artist & 2D Artist at Desert Owl Games
    Tucson, AZ, United States of America
    November 2014 - December 2016

    Shipped Titles and Roles

    Space Wars: Interstellar Empires (Steam)

    - 3D Artist, UI/UX Artist -

    Principle hard surface modeler on the project. I modeled, textured, imported, and created Unity5 prefabs for player and NPC ships for both human and alien factions, as well as all the ships’ engine and weapon variants. I created alternate texture sets for ship variants and textures for shader variants for the pirate NPC faction. I assisted in the development of the art documentation, pipeline specifications and procedure, and authoring and optimizing shaders in Unity5. I also created various environment and achievement oriented props. I coordinated with a Sr Engineer to design and implement various UI/UX elements in menus and gameplay HUD.

    Pox Nora (Steam, PSNetwork)

    -2D Pixel Artist, UI Artist-

    Illustrated and animated isometric sprites based on concepts and a simple outline of attack type, unit size, and any other unique actions or abilities. Implemented these sprites into the game using a proprietary pipeline tool to create the sprite sheets and compile the frame by frame animations. Also responsible for authoring Buff and Debuff UI icons.

    The Huntsman: Winter's Curse (Steam, PSNetowrk)

    - Technical Artist, Rigger, Environment Artist -

    Assisted in early concept stages for backgrounds and environments before they were sent off to remote illustrator for finalization. Once the final illustrations were returned I converted the illustrations into meshes and prefabs in Unity5 for scene placement and physics compatibility. Heavily involved in the animation pipeline for implementation of all characters and enemies, specifically using a combination of the animation states in tandem with the animator and sprite editor.