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EA SPORTS PGA TOUR

Worked on screens across the frontend, from the pop-up system to the store, on HUD widgets and some of the banners for the golf game, PGA Tour.

Skills:

Visual Scripting, Photoshop/Illustrator, After Effects/Adobe Animate, Figma/Adobe XD, Programming, Game Engine/Widget Editor, Visual QA, Button Mapping

Tools:

Frostbite Engine, Adobe Creative Suite

Languages:

Visual Scripting/Blueprints, Python

Main Menu • Rewards • Pop Ups • Quests • Custom Hole Select • In-Game & HUDCreate A Player • Color PickerStore


MAIN MENU


Implemented: Animation in and out, List, Featured Items carousel, Quest Banner (pinned + in-game)




REWARDS


Implemented: Five pack opening animations, review rewarded items screen

There was a different animation for each pack rarity (common - gray, uncommon - green, rare - blue, epic - purple, legendary - gold)




POP UPS


Made the generic pop-up more capable of displaying a variety of designs and as necessary created one off widgets for designs that varied greatly from the basic one. This helped minimize the work required to update the pop ups when the designs changed. This pop up would have been added to the game after I'd left, but it is similar enough to the generic pop up that it would've used the same component.




QUESTS


Implemented: quests list items, progress bar and scrollable list with headers




CUSTOM HOLE SELECT


Implemented: The entire custom hole select screen and programmed and modified python scripts to automate importing large batches of images (all eighteen holes of every location).




IN-GAME & HUD


Implemented: The pause menu, the in-game quest banner, some of the presentation and scorecard banners and leaderboards and their animations.


This video is just a playthrough of the game for reference.


CREATE A PLAYER


Implemented: All of the Create A Player screens except for the Identity screen and many of the components that made up those screens.


This video shows the entire flow and all of the female character options.



COLOR PICKER


One of my favorite tasks during my time on Talladega was the creation of a custom color widget for the create a player flow. When I was first assigned this task, the design consisted of one slider that allowed players to choose the hue of their desired color.


This initial design was proposed because we didn’t know how comprehensive the widget could be. Ideally, the color picker would've allowed players to finely tune their color choices by selecting a hue, value and saturation and then translate those values into a hex code that'd be applied to the model. Although that is what I built, unfortunately, this option was removed from the build after my contract ended and didn't make it into the shipped game.



For this project, I constantly updated the lead game designer, user experience designer and software engineer with the capabilities of the engine and built the widget as we discussed the final direction (number of tabs, how the HVS gradient is represented on each slider, previewing the values, opening the sliders/confirming the color choice)


Above is an animation that's roughly what we implemented before my contract ended, I don't quite remember the specifics of the design! Essentially, there was a custom color item in the hair color items grid. If a player selected that item, they'd press Y to edit the custom color or A to equip it.



STORE


Implemented: the store item tiles that could have variable sizes and currencies.



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