Hi, I’m Noah Maas, a visual designer and art director focused on crafting memorable game visuals and intuitive UI. I’ve led art direction and UI/UX across multiple studios and remote teams, delivering polished visuals and fluid interfaces for games and interactive media. I thrive in cross-disciplinary environments and love shaping gameplay through thoughtful art direction, design systems, and engaging player experiences. When I’m not prototyping UI or styling concept art, I collaborate with marketing, engineering, and product teams to ensure assets, animations, and effects align with the game’s vision and constraints. I’m energized by building scalable UI systems in Unity and translating creative concepts into practical, playable interfaces that players enjoy interacting with.

Noah Maas

Hi, I’m Noah Maas, a visual designer and art director focused on crafting memorable game visuals and intuitive UI. I’ve led art direction and UI/UX across multiple studios and remote teams, delivering polished visuals and fluid interfaces for games and interactive media. I thrive in cross-disciplinary environments and love shaping gameplay through thoughtful art direction, design systems, and engaging player experiences. When I’m not prototyping UI or styling concept art, I collaborate with marketing, engineering, and product teams to ensure assets, animations, and effects align with the game’s vision and constraints. I’m energized by building scalable UI systems in Unity and translating creative concepts into practical, playable interfaces that players enjoy interacting with.

Available to hire

Hi, I’m Noah Maas, a visual designer and art director focused on crafting memorable game visuals and intuitive UI. I’ve led art direction and UI/UX across multiple studios and remote teams, delivering polished visuals and fluid interfaces for games and interactive media. I thrive in cross-disciplinary environments and love shaping gameplay through thoughtful art direction, design systems, and engaging player experiences.

When I’m not prototyping UI or styling concept art, I collaborate with marketing, engineering, and product teams to ensure assets, animations, and effects align with the game’s vision and constraints. I’m energized by building scalable UI systems in Unity and translating creative concepts into practical, playable interfaces that players enjoy interacting with.

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Language

English
Fluent

Work Experience

Art Director / Principal Artist at SnugPixel
November 1, 2025 - Present
Character concept design; Prop design / modelling / texturing; UMG and material implementation; VFX and UI Materials
UI Lead at N3TWORK Studios
May 1, 2022 - January 1, 2024
Legendary Heroes: Unchained - UI for main game; Unity implementation of UI layouts / animations; Supporting marketing teams with assets needs
UX Director at Joyride
November 1, 2021 - May 1, 2022
Tennis Champs (iOS / Android) - Full redesign and port to Unity - UI for game features; Trivia Blitz (iOS / Android) - Full redesign and port to Unity - UI for main game
Lead UI/UX Designer at IllFonic
September 1, 2018 - November 1, 2021
Meta UI, In-Game UI, UMG / Blueprint implementation; Graphic design for logo, merch, marketing materials; Predator: Hunting Grounds (PS4 / PC) - Meta UI, In-Game UI, UMG / Blueprint implementation
UI Lead at Jam City
January 1, 2018 - August 1, 2018
Cookie Jam / Cookie Jam Blast (iOS / Android) - UI for new features, various in-game art
Lead UI Artist at Zombie Studios
February 1, 2014 - July 1, 2014
Blacklight: Retribution (PS4 / Xbox One / PC) - Complete frontend UI overhaul; Phantom Army - Cancelled - Full game and meta UI for a 3rd person shooter
Senior UI Artist at King
July 1, 2014 - July 1, 2015
Paradise Bay (iOS, Android) - Various feature visuals, item icons, animation, prototyping
UX Director at Hard Suit Labs
January 1, 2018 - August 1, 2018
Vampire: Bloodlines 2 (PS4 / 5, Xbox One / S, PC) - Pitched project with team successfully to Paradox Interactive - Designed, prototyped, and implemented UI in UE4
Visual Designer & Direction for Games at SnugPixel.com
November 1, 2025 - Present
Remote project: We Gotta Go! — Art Director / Principal Artist; character concept design; prop design, modeling and texturing; UMG and material implementation; VFX and UI materials.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment