Watch_Dogs
Credited as Menu & Interface Programmers

The Story
So I came to Ubisoft after seeing the Watch_Dogs E3 demo. The UI was flabbergasting, pushed so far visually that I figured there had to be some kind of magic behind it. So I went there to learn from the team that built it. And I learned fast. No magic. The game was barely hitting frame on next-gen (PS4, Xbox One), and my mandate was to ship it on last-gen, Xbox 360 and PS3, with about a quarter of the memory, CPU, GPU, disk, and streaming budgets.
We had to fix the next-gen performance before last-gen could even have a starting point. Honestly, it was an epic. I started alone, and pretty quickly the scope was obviously bigger than that, so we grew the team. And I met genuinely great people I still talk to today. My Production Manager through that stretch led under that kind of pressure in a way that stayed with me. The technical work was pure profiling and adaptation. Finding the cycles, trimming the fat, making creative compromises on what had to ship vs. what could be cut. The passive NPC scan, the menu-and-HUD systems, the profiling reports, all of it shipped on four platforms at once.
We got there. The game shipped on last-gen, though it carried scars from the hardware limits. Honestly, the takeaway I kept is this. Hard production conditions reveal who people really are. The ones who lean in, laugh through the grind, look after each other, those are the ones you want on the next project.
My Contributions
- Generalist / UI Programmer, led the UI performance team across PS3/PS4/Xbox 360/Xbox One
- Fixed next-gen performance as prerequisite for the last-gen port
- Adapted next-gen UI to ~¼ of the memory/perf budget on PS3/Xbox 360
- Grew the team as scope demanded; kept morale through a punishing port
- Developed gameplay/UI features based on production-critical needs
- Worked under a Production Manager whose leadership started a long trust-based partnership
Tech Highlights
Skills Applied
Screenshots
UI / Visual Identity
A surveillance/hacker aesthetic using barebones typography and icons drawn from early cell phone iconography and DOS programming fonts. The phone interface resembles an iPhone 4/4S with dark shell and silver rim. The design creates a 'basic computing' look contrasted with crisp, modern graphics.
UI Reference Sources