WELCOME TO
WELCOME TO
Heya, my name is Marc Sodermanns and I am an Art Director & User Experience Designer based in Vancouver, Canada. I have professional work experience since 14 years for 80 projects for more than 35 clients. I gathered expertise in the fields of interactive design, webdesign, game design, animation, gamification and print design.
LAST PROJECTS:
LAST PROJECTS:
// BRIEF &
PROBLEM
The process starts with a client brief to figure out the requirement and scope of the project. Understand the complexity and its context and define the target audience (personas). The goal is to discuss and define what's needed and afterwards propose the best fit in terms of quality, budget and time.
// BRIEF &
PROBLEM
Discovery phase is a chance to show the amount of screens and connections with flow charts and information architecture. By using high-fidelity wireframes the constraction of the layouts are shown. It is important to quickly and rapidly visualize the design idea for the customer to receive feedback and iterate on it. Once the wireframes are approved, pixel perfect high fidelity visuals are created.
Set up an interactive protoype to bring the wireframes and visual designs to live, so key functionality can be validated. Use the prototype to collect feedback by testing it against your user audience or focus groups, to collecting feedback and iterate quickly on that to bring the product to final quality. Additional workshops can be set up to integrate and explain the functions to the customer.
I am alsways focused on rapid and quick prototyping and results. I strive for the best workflows, processes and collaborations. Agile working environments like scrum, design thinking and lean UX are my approach. Another interesting workshop methodolgy is the sprint model from Google Ventures which I like to adopt:
Marc and I were lucky enough to join forces at Ubisoft Mainz, where he was an integral member of the UI team working on Skull & Bones. Since the game is a co-dev project with development split between studios around the globe, we had to face a good amount of challenges and he was an absolute asset in dealing with sometimes rather difficult international communication issues. He always made sure to be crystal clear on his tasks both to our team and the other teams involved. His experience in graphic, UX and UI design as well as his technical skills and openness to dive into all related technical parts of our work are still highly valued among our team. It was quite a loss to see him leave and I'd welcome him back to our team anytime
Sebastian Sonntag
Lead Game Designer at Ubisoft
CONVINCED?
THEN LET'S GET IN CONTACT
CONVINCED?
THEN LET'S GET IN CONTACT