JIM GREESON

Seattle, WA  |  206 304 1076  |  jim@patternui.com  |  LinkedIn


SUMMARY

Over the past 15-years, I have worked with incredible people, creating fun and thoughtful experiences for mobile, consoles, television, the web, and many other screens. Ideation, brainstorming, visual design, user experience design, information architecture, interface design, brand stewardship, motion graphics, and prototyping are but a few of the hats that I have worn over the course of my career. 

Some of the clients that I have worked with are Cartoon Network, Disney, General Electric, LEGO, Mattel, Microsoft, Nickelodeon, Nintendo, Panasonic, Sony, T-Mobile, and of course, some of PopCap’s most popular games – Peggle, Bejeweled, and Plants vs. Zombies. 


EXPERIENCE 

PATTERN UI/UX

DIRECTOR OF USER EXPERIENCE
10/2015 - CURRENT

Pattern UI/UX is a studio focused on helping bring products to market or improving existing products, by creating product flows, wireframes, visual & interaction design, prototypes, and then validating with qualitative & quantitative testing. 

I created Pattern UI/UX to take the knowledge that I have accumulated over the course of my career and share it with the community of artists, designers, product managers and UX professionals to help create better user experiences both internally and externally. My clients range from start-ups needing help to define what their product is, to Fortune 500 companies looking to refine or add features to live service products with millions of Daily Active Users. 

Responsibilities: Business Development, Creative Direction, Feature Planning, Prototyping, Wireframing, User Testing, Interaction Design, User Interface Design, Information Architecture, Client Presentations

 

POPCAP (ELECTRONIC ARTS)

STUDIO UI/UX DIRECTOR
01/2011 - 09/2015

PopCap is the leading creator of easy-to-learn, irresistible games that everyone can enjoy. Their games are sprinkled with smile-inducing awesomeness and polished to a timeless sheen that keeps players coming back for more. 

My objective has been to continue that tradition by building, managing and mentoring a team of talented UI/UX designers, across multiples titles, with the goal of creating great user-centered experiences that lead players to fun. I also evangelize the importance of UI/UX as a discipline within our studio’s production cycle and the impact it can have on player acquisition, engagement and willingness to monetize. 

Responsibilities: UI/UX Team Management, UI/UX Team Recruiting, Feature/Sprint Planning, Prototyping, Wireframing, User Testing, Interaction Design, User Interface Design, Information Architecture, Internal Stakeholder Presentations

 

RESULTRIX

EXECUTIVE CREATIVE DIRECTOR
06/2010 - 01/2011

Resultrix is an end-to-end digital marketing agency working at the union of cutting edge SEM and SEO technology, social media, mobile and web design, and analytics. 

As Creative Director my mission was to strengthen relationships with key clients, define a design methodology, and manage a small pool of UX and visual designers to create award-winning work. Although my time with the group was short, what remains are amazing relationships and a body of work that still stands as the cornerstone of their design portfolio. 

Responsibilities: Design Team Management, Business Development, Creative Direction, Art Direction, Wireframing, Interaction Design, User Interface Design, Information Architecture, Client Presentations

 

SMASHING IDEAS

CREATIVE DIRECTOR
11/2002 - 06/2010

Smashing Ideas is a studio of knowledge-seekers, consumer-champions, strategists and storytellers. What excites and unites those that have worked here are crafting relevant and meaningful solutions that delight clients and customers alike. 

During my time at this amazing studio, I sometimes felt more like a guardian than a designer. We had in our hands some of Disney’s, Mattel’s and Nickelodeon’s (to name a few) most beloved properties and earned the right to re-imagine them into games, e-books, applications and websites. I also explored and pushed the boundaries of technology as it relates to in-flight entertainment, touchscreen security systems and interactive television, all of which was under the mission of "creating the most engaging digital experiences possible”. 

Responsibilities: Creative Direction, Art Direction, Prototyping, Wireframing, User Testing, Interaction Design, User Interface Design, Information Architecture, Art, Client Presentations


EDUCATION

SEATTLE CENTRAL COLLEGE

Graphic Design, AAS

CENTRAL CONNECTICUT STATE UNIVERSITY

Marketing, B.S.


REFERENCES

MONTE MICHAELIS

Creative Director  |  Microsoft HoloLens  |  momic@microsoft.com

JAREMY RICH

Senior Monetization Manager  |  Bungie  |  jrich@bungie.com

RICK SCHMITZ

Art Director  |  Goodgame Studios  |  rick@rickschmitz.com