
Billy Chatterton
Senior User Interface Developer
Greater Seattle Area, Washington, U.S.A.
Seasoned User Interface Developer translating mockups and wireframes into a pixel-perfect, in-engine reality. Leverages extensive UI/UX tenure to deliver cohesive interfaces and accessibility while adhering to design standards and console requirements. Motivated problem solver, enjoys cross-discipline collaboration and mentorship in the challenging and rewarding industry of video game creation.
Rocket League
During my years at Psyonix/Epic I was responsible for maintaining and creating Rocket League’s UI including cross-discipline collaboration, and later supporting teams of contractors maintaining the game while moving into the Fortnite ecosystem. Rocket League features I created include: reusable pagination and button legend systems, item shop, season pass, event rewards, social messaging, rebuilding the scoreboard and dynamic playlist selection. On Fortnite, I transitioned into a programming focused role pioneering Unreal Editor for Fortnite (UEFN) and Verse features to improve Fortnite’s user generated content tools, working on Rocket Racing and unannounced game modes.
Gigantic
I was contracted directly with Motiga before being hired by Perfect World during their acquisition to work on the Xbox One and Windows 10 title Gigantic. My main job was to take the provided wire frames and create the screens in Flash, then write the needed code to make them functional in ActionScript 3, UnrealScript and C++. I contributed to UX planning meetings both internally and with our Microsoft partners. This was my first opportunity to work closely with a Localization team and adjusting for multiple languages. I also worked closely with QA on bug reporting, tracking and fixing.
Ryse: Son of Rome
I was contracted at Microsoft to work on Crytek's Xbox One launch title. My main job was to take the wire frames provided and re-create them in Flash. Using ActionScript 2 through the Scaleform middleware the screens were brought into CryEngine 3 and made functional in game. I worked closely with Crytek's German studio including two trips to Frankfurt. Towards the end of the project I worked closely with Xbox Live programmers to ensure multiplayer screens relayed the complex game state changes during matchmaking accurately.
Age of Empires Online
I created two or three 3D models during my internship at Gas Powered Games while attending The Art Institute of Seattle. We were tasked with creating models and texturing for a statue and topiary themed DLC for Age of Empires Online. This was a wonderful opportunity to match an existing art style, work with a small poly count and fixed perspective camera in a professional game engine. This Cleopatra statue was created in Maya, textured in Photoshop and the bottom left images are in game screen captures. Unfortunately, AOEO has since been shut down and this is the only model I have confirmation went into the game.







