MARY YOVINA
UI Artist & 2D Generalist
Rock Band 4 & Rock Band Rivals (Harmonix)
I hand-crafted the configurations of the Main Menu, animating each item expanding and collapsing. I also implemented the activity feed notification cycle.
Rock Band 4 & Rock Band Rivals (Harmonix)
I worked on the implementation of the Music Library alongside code. For the Rivals re-styling, I also worked on the shaders that colored the various pieces of the library, building them to be modular and sharable between gameplay modes. I also worked on the art, layout, and implementation of new elements such as the rating system.
Rock Band 4 & Rock Band Rivals (Harmonix)
I contributed to discussions to determine the content of the My Stats screen, brought it through wireframe and concept, and then implemented the screen in the engine. Also responsible for concepting and implementing the Rivals re-styling.
Alone in the Dark: Illumination (Pure FPS)
A sample from the set of 25 achievement icons I created.
(Row 1) Diamonds and Rust, Grave Digger, One-Hit Wonder, Massacre
(Row 2) Perfectionist, Medic, Merciful Soul, Into the Void
(Row 3) Crawling Through, Grand Architect, Eviscerator, Saint
Alone in the Dark: Illumination (Pure FPS)
The set of skill tree icons I created for the Priest class, which are:
Lord's Embrace, Holy Light, Wrath of God, Cleansing of Sinners, and Sacred Chant.
LOTRO- Helm's Deep (Turbine)
A sample of the Big Battles trait icons I worked on. The top row is from the Engineer line, the middle row is from the Officer line, and the bottom row is from the Vanguard line.
LOTRO- Helm's Deep (Turbine)
The full set of Expertise Ranks for the Officer, Vanguard, and Engineer lines respectively. The player advances from top to bottom in one of these lines as they earn higher ranks in their chosen specialty.
BioShock Infinite (Irrational Games)
A sample of the Gear icons I worked on. I was responsible for concepting, treatment, and developing the style of the Gear icons through iteration.
(Row 1) Quick Handed, Blood to Salt, Fit as a Fiddle, Bull Rush
(Row 2) Storm, Kill to Live, Death from Above, Newton's Law
BioShock Infinite (Irrational Games)
A sample of the Loot icons I worked on. I was responsible for concepting, treatment, and developing the style of the Loot icons, which included representing item type so that a player could quickly parse it.
Shown here are some of the health-restoring items: sandwich, cotton candy, hot dog, and banana.
Also, lockpicks, money, and two salts-restoring items: coffee and a bottle of salts.
BioShock Infinite (Irrational Games)
A sample of the Weapon icons I worked on. I was responsible for finalizing the set of Weapon icons.
(Row 1) The Pig Volley Gun, The Peppermill, The Burstgun
(Row 2) The Triple R, the Heater, and the Huntsman
I aim to create artwork that communicates its function clearly in a visually appealing and interesting way.