# Jason Swan > Experienced UI Technical Designer Location: San Francisco Bay Area, United States Profile: https://flows.cv/jasonswan Designer, implementer, optimizer, collaborator. My experience has covered a lot of territory, from programming to design to some levels of public documentation and community management. My true focus is helping make projects better, both through design and providing other designers with the means to work smarter, faster, and with the tools they need to bring their vision to life. ## Work Experience ### Senior UI Technical Designer @ Full Circle Studio Jan 2025 – Jan 2026 ### Senior UX Technical Designer (Contract) @ BioWare Jan 2024 – Jan 2025 - Supported the UI team for Dragon Age: The Veilguard during the final months of development - Owned the implementation of the Enchantment/Upgrade screen and shared ownership of the Store screen - Standardized areas of functionality that were used in multiple places across the UI - Made quality of life improvements and fixed bugs across the UI during the game's post-launch patch cycle ### Senior Systems Designer @ 31st Union Jan 2022 – Jan 2024 - Owned the design and vision for the studio’s UGC feature set - Designed and implemented content pipelines, prototype UI, input schemes, and systems in UE5 - Created design documentation and Jira structures to track the current state of the feature - Pitched major design shifts to design directors - Presented feature updates to the team during Studio All Hands meetings and internal playtests - Collaborated with multiple teams to ensure assets were built with UGC in mind ### Senior UX Technical Designer @ Bioware Jan 2019 – Jan 2022 - Built UI screens for Anthem NEXT and Dragon Age: The Veilguard - Established best practices in Frostbite's visual scripting and UI layout toolset - Trained UI designers to use Frostbite's UI layout tools - Worked closely with systems and combat designers to ensure their data could be sent to the UI - Collaborated with UI artists to port their effects and textures from Illustrator and After Effects into Frostbite. ### Forge Engineer at 343 Industries @ Insight Global Jan 2019 – Jan 2019 | Redmond, WA - Provided engineering support on Halo Infinite's Forge in-game level editor. ### Technical Designer @ Freelance Jan 2018 – Jan 2018 - Provided freelance Technical Design services for multiple clients - Ported games from a node-based Interactive Fiction tool in Unity to an object-based engine built for Alexa ### Instructor @ Digital Media Academy Jan 2018 – Jan 2018 | Greater Seattle Area - Instructed a group of 12-14 yr olds in the creation of prefabs, writing of scripts, and game design fundamentals in Unity - Modified lessons to meet the skill levels of each student - Supported students with technical knowledge as they explored concepts outside of course work - Built rapport with students and adjusted content to focus on their interests. ### Technical Game Designer @ Big Fish Games Jan 2016 – Jan 2017 | Seattle, WA -Designed, pitched, and developed mobile games for emerging platforms, such as Apple’s iMessage platform and Facebook’s Instant Games -Quickly picked up new languages and technologies as the project dictated. Languages and tech used included Swift/Xcode, Javascript/Cocos Creator, and Typescript/Angular -Lead the design and development efforts for one game and multiple prototypes -Researched and performed comparative analysis on interactive UX prototyping and narrative design tools for internal use ### UI Programmer @ Carbine Studios Jan 2013 – Jan 2016 | Orange County, California Area - Implemented, optimized, and streamlined the UI scripts for a AAA MMO - Creating coding and documentation standards for that were used by both the UI and Gameplay programming teams - Added C++ API functions to improve the workflow for both internal and external developers - Wrote API documentation and technical patch notes for developers of all skill levels - Spearheaded an initiative to improve the studio’s Lua API documentation tools - Communicated with the addon development community via forums and reddit - Worked with artists, designers, programmers, and community managers to work towards the UI team’s goals - Mentored junior UI programmers in tool usage, debugging practices, and implementing new features - Triaged bugs for the UI programming and design teams ### Embedded/Platform QA - Customer Service Tools @ Bioware Jan 2011 – Jan 2012 | Austin, Texas - Tested game-side functionality and in-house tools for the Customer Service Tools team - Worked closely with the development and production team to write testing requirements for new features - Provided feedback on usability of in-house tools. - Wrote detailed test cases for expected functionality and edge cases - Helped drive the structure and organization of our automated test scripts - Used Ranorex to create automated test scripts in C# - Acted as the QA point of contact for the Customer Service Tools team - Other tools used include REST scripts, Fiddler, DevTrack/DevTest, and Perforce. ## Education ### BS in Game Development Full Sail University ## Contact & Social - LinkedIn: https://linkedin.com/in/jasonlswan --- Source: https://flows.cv/jasonswan JSON Resume: https://flows.cv/jasonswan/resume.json Last updated: 2026-04-13