ANDREW AVILES
LinkedIn | andrewxaviles@gmail.com | (725) 222-0873 | NEVADA, USA
LinkedIn | andrewxaviles@gmail.com | (725) 222-0873 | NEVADA, USA
Raised on California sun and video games, I started my career in the Los Angeles area as an indie Creative Director before moving up in the tech hubs of the Bay Area. Today, I operate out of my Nevada home base, blending a deep respect for traditional art with the latest design technology. I keep my artistic momentum going by fostering local creativity through the Las Vegas sketch group I run, and by staying active—hiking, skating, or heading back to the beach to catch some waves for the weekend.
Limit Break: Park City, UT (Remote)
October 2023 - July 2026
Aligned with stakeholders to establish Visual Identity, Product Strategy, and Design pillars across Art Direction, UI/UX, and Marketing for an upcoming Match 3 puzzle game.
Researched & established AI workflows & Pipelines using Midjourney, ChatGPT, Gemini, and Stable Diffusion creating rapid prototypes that accelerated concept ideation and documentation to deliver production ready art assets ahead of schedule.
Expertise in Figma crafting design systems, tokens, variables, interaction patterns, prototypes, flow charts, low fidelity to high fidelity wireframes, and applying art direction to create visually compelling style guides & mockups.
Spearheaded end-to-end feature design and cross-functional alignment, driving open communication between art, game design, and engineering teams to transform raw concepts into production-ready pipelines.
Directed the design, production, and Unity integration for Liveops features, including high impact in-game events, sales, shops, and monetization UI, while also designing and defining back-end tools to streamline live data features.
Conducted User Research on relevant Game Design and User Experience, applying the learnings to build use-cases, user journey, and game design documentation.
Autoverse Inc: Costa Mesa, CA (Remote)
November 2022 - October 2023
Established the visual style and UI guideline documentation for the automotive title Auto Legends, overseeing the creative development of game art, UI/UX layouts, game design, and brand marketing materials.
Collaborated closely with the Art Director to design high-impact investor pitch decks, establishing the aesthetic and commercial vision of the product for external stakeholders.
Bridged the gap between Game Design and Game Art, providing crucial UI/UX support to prototypes, documentation, and polish key gameplay features and player-facing systems.
Applovin / Machine Zone (MZ) - Palo Alto, CA (On-site)
June 2020 - May 2023
Promoted to Lead to direct a multi-disciplinary team of artists and designers with three reports under my management, establishing the definitive benchmarks for visual excellence, UI/UX architecture, and product styling across the studio's portfolio.
Steered UI/UX development, execution, and global launch of 3 major titles: Final Fantasy: War for Eos, Crystalborne: Heroes of Fate, and World War Rising.
Managed complex production timelines and cross-functional workflows, aligning art, engineering, and design to ensure milestone delivery without sacrificing creative quality across new and legacy titles.
Machine Zone (MZ) - Palo Alto, CA, NV (On-site)
June 2018 - June 2020
Promoted to Senior UI/UX Artist to spearhead the creative ownership of foundational game features and complex user experience systems across the studio’s high-revenue portfolio.
Drove gains in player engagement and feature usability for Final Fantasy: A new Empire, establishing refined designs and FTUE flows that set a new benchmark for liveops events and sales marketing assets.
Appointed as acting Lead for multiple unannounced internal 0-1 projects, directing early-stage visual exploration, UI/UX frameworks, and aligning the vision between stakeholders and multidisciplinary teams.
Machine Zone (MZ) - Palo Alto, CA (On-site)
July 2017 - June 2018
Advanced through the organization by taking on complex in-game UI/UX systems for global, multi-billion dollar mobile franchises.
Collaborated closely with cross-functional development teams to translate complex game designs into high-performance, production-ready interfaces and assets for Final Fantasy, Mobile Strike, and Game of War.
Drove continuous product iteration by analyzing player-facing UI systems and delivering optimized graphic assets to sustain long-term engagement and quality of life improvements for millions of daily active users.
Freelance - Greater Los Angeles Area, CA (Hybrid)
January 2012 - July 2017
Directed visual strategy across Graphic Design, Motion Graphics, and Marketing for elite esports publishers and global AAA videogame developers.
Spearheaded high-profile broadcast designs for industry-defining franchises including noteworthy titles such as StarCraft II, Heroes of the Storm, Hearthstone, Mortal Kombat, and Forza Motorsport.
Served as the Creative Lead for major clients, strategizing with stakeholders to establish visual identity, branding, and marketing assets for web, print, and mobile.
Design & Direction - Creative Direction, Visual Development, Traditional and Digital Art, UI/UX Design, Wireframing, Prototyping, Usability Testing, Game Design, Mentorship.
Software - Adobe Suite, Figma, Unity, Blender, Project Management / Version Control.
AI Software - AI Pipelines & Gen for rapid prototyping, research, documentation, and production: ComfyUI, Stable Diffusion, Claude, Gemini, ChatGPT, Grok, etc.
Riverside City College, CA - A.A. Visual Communications
Graduated with Distinction and 2 Awards for Excellence in Art
2008 - 2010
CONTINUED EDUCATION:
Watts Atelier of the Arts - Encinitas, CA, Fine Arts
January 2026 - Present
Fengxing Lin - Lead Game Designer: Limit Break, PlayStudios, IGT
(702) 592-8679 / fengxing.lin777@gmail.com
Michael Newcomer - Art Director: PopCap Studios, Autoverse, EA
(909) 362-3019 / newcomerconcept@gmail.com
Tim Nguyen - Project Manager: MZ, Zynga, Scopely, Niantic Labs, Ubisoft
(714) 454-9419 / timtdnguyen@gmail.com