Hi! I’m Alisha, and I’m a User Interface Artist currently residing in Southern California. In my 10+ years of experience I’ve held diverse roles and tackled high-profile projects, including Wasteland 2, The Bard’s Tale IV, and Wasteland 3.
Alisha Klein
EDUCATION
Bachelor of Science in Media Arts & Animation
The Art Institute of California – Orange County
TOOLS
•Photoshop •Illustrator •Unity •Unreal Engine •After Effects •Adobe Creative Suite
•Microsoft Office •Perforce •Confluence •Jira
SKILLS
•UI Art •Graphic Design •Animation •Motion Graphics •Typography
•Illustration •Storyboarding •Environment Art
PROFESSIONAL EXPERIENCE
InXile Entertainment 2010 – Present
UI Lead – Wasteland 3 Feb. 2019– Present
Designed the look and feel for the UI style of Wasteland 3, beginning with sketches and wireframes, through to Photoshop mockups and style guides, and up to and including implementation in Unity.
Led a team of in-house and contract Artists to build and iterate on the UI art for Wasteland 3. Engaged and organized team members, providing feedback, guidance, and art direction. Spearheaded project management, such as sprint planning, tracking/managing tasks with Jira and managing teams both in person and remotely, emphasizing an importance on solid communication between departments.
Worked closely with Game Director and Lead Systems Designer to develop strong user flow for game systems, interpreted user research, addressed requirements for various platforms, and prioritized User Experience.
Collaborated with UI Engineers to develop and follow consistent UI principles and encouraged involvement and communication with the art team.
UI Artist 2014-2019
Designed and created the User Interface art and assets for The Bard’s Tale IV: Barrows Deep. Utilized Photoshop to create mockups and raster graphics. Worked with engineers to implement the assets in Unreal Engine. Organized and provided product/marketing style-guide and web assets.
Designed and created the User Interface art and assets for Torment: Tides of Numenera. Utilized Photoshop to create raster graphics and worked with the Lead Engineer to implement the assets in Unity.
Created UI Art for Hunted: The Demon’s Forge, Choplifter HD, and Purr Pals. Created UI assets in Photoshop and Flash. Used Flash to set up elegant and functional UI for use with Scaleform. Utilized Photoshop to create illustrated lore images.
Environment Artist 2010 – 2014
Environment artist for Wasteland 2, Choplifter HD, and Torment: Tides of Numenera
Created, modified, and managed art assets within the Unity Engine, utilizing Photoshop and 3DS Max as primary creation tools.
Level Artist for Choplifter HD. Responsible for over 50% of the level work appearing in the final game and two DLC packages. Created lush environments using UDK.
Freelance Artist 2010 – 2014
UI Art/ Concept Art/ Illustration
UI Artist for unreleased Paul Frank mobile game for the iPhone. Created vector art UI assets in flash and animated the main menu interface.
Illustration work for various clients using Photoshop and traditional media.
INTERNSHIP EXPERIENCE
Smorgasbord Productions May 2010 to Dec. 2010
Flash Animation for two animated shorts
DUCK Studios Jul. 2009 to Sept. 2009
Edited and captured hand drawn animation.
Ink and Paint animation in Timon and Pumbaa's Wild About Safety - Safety Smart About Fire.
Assisted animators in the creation of Timon and Pumbaa's Wild About Safety - Safety Smart About Fire.