
My Role
Senior Interface Designer
Product Type
Videogame
Madden NFL is EA Sports’ licensed pro football series, known for its broadcast-style realism and annual releases. Between 2002 and 2005, it set industry standards for cross-platform design and online play.
I joined EA Tiburon to help finish Madden NFL 2002 and was promoted to Senior Designer. After designing the UI for Madden 2003 and 2004, I joined an internal cross-studio team to develop a shared UX for all EA Sports titles. Spanning four studios across the U.S. and Canada, the initiative brought together distinct teams, cultures, and franchises to deliver a cohesive experience under the EA Sports brand. Every year, these teams were rebuilding similar interfaces from scratch. What if they could share?
Together, we set global standards for how game UI should be built. I audited design patterns across titles and curated team feedback into the EA Sports style guide. This single source of truth made interfaces easier to test and more consistent across franchises. It helped teams collaborate more effectively and positioned the EA Sports brand to grow with the rise of live services.
Product Type
Videogame
Developer
Publisher
Platforms
Lifecycle
Annual Releases 1988–2004
Credits
Development Direction Graeme Bayless, Nikki Rohm Art Direction John Turk, Jacques Hennequet, Ray Lonsdale, Mark Mongie Interface Design Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Engineering Derek Brinkmann, Gordon Fong, Bob Nystrom Production Phil Frazier, Dale Jackson, Gabe Miller, Rod Moye, Elijah Freeman, Jorge Hernandez
My Role
Senior Interface Designer
Product Type
Videogame
Madden NFL is EA Sports’ licensed pro football series, known for its broadcast-style realism and annual releases. Between 2002 and 2005, it set industry standards for presentation, cross-platform design, and online play.
At EA Tiburon, I was part of a workgroup tasked with creating a brand-wide UX framework for EA Sports. This collaborative line look reboot spanned major franchises like Madden NFL, FIFA, NHL, NBA Live, NCAA Football, and NASCAR each with its own identity and dedicated fanbase. Every year, these game teams rebuilt similar interfaces from scratch. What if they could share?
We established global standards for how interface components and screens should look and behave. I compared design patterns across titles to create a shared style guide, the single source of truth for the new EA Sports look. It made interfaces easier to build and evaluate, while giving teams more space to focus on what made their game unique.
This project showed how a shared design system can unify diverse teams and help them ship AAA games on a tight schedule, especially when the stakes are high.
Product Type
Videogame
Developer
Publisher
Platforms
Lifecycle
Annual Releases 1988–2004
Credits
Development Direction Graeme Bayless, Nikki Rohm Art Direction John Turk, Jacques Hennequet, Ray Lonsdale, Mark Mongie Interface Design Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Engineering Derek Brinkmann, Gordon Fong, Bob Nystrom Production Phil Frazier, Dale Jackson, Gabe Miller, Rod Moye, Elijah Freeman, Jorge Hernandez
My Role
Senior Interface Designer
Product Type
Videogame
Madden NFL is EA Sports’ licensed pro football series, known for its broadcast-style realism and annual releases. Between 2002 and 2005, it set industry standards for cross-platform design and online play.
I joined EA Tiburon to help finish Madden NFL 2002 and was promoted to Senior Designer. After designing the UI for Madden 2003 and 2004, I joined an internal cross-studio team to develop a shared UX for all EA Sports titles. Spanning four studios across the U.S. and Canada, the initiative brought together distinct teams, cultures, and franchises to deliver a cohesive experience under the EA Sports brand. Every year, these teams were rebuilding similar interfaces from scratch. What if they could share?
Together, we set global standards for how game UI should be built. I audited design patterns across titles and curated team feedback into the EA Sports style guide. This single source of truth made interfaces easier to test and more consistent across franchises. It helped teams collaborate more effectively and positioned the EA Sports brand to grow with the rise of live services.
Product Type
Videogame
Developer
Publisher
Platforms
Lifecycle
Annual Releases 1988–2004
Credits
Development Direction Graeme Bayless, Nikki Rohm Art Direction John Turk, Jacques Hennequet, Ray Lonsdale, Mark Mongie Interface Design Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Engineering Derek Brinkmann, Gordon Fong, Bob Nystrom Production Phil Frazier, Dale Jackson, Gabe Miller, Rod Moye, Elijah Freeman, Jorge Hernandez
My Role
Senior Interface Designer
Product Type
Videogame
Madden NFL is EA Sports’ licensed pro football series, known for its broadcast-style realism and annual releases. Between 2002 and 2005, it set industry standards for presentation, cross-platform design, and online play.
I joined EA Tiburon to help finish Madden NFL 2002 and was quickly promoted to Senior Designer. After leading UI for Madden 2003 and 2004, I joined a cross-studio team shaping a brand-wide UX framework for all EA Sports titles. This collaborative line look spanned major franchises like Madden NFL, FIFA, NHL, NBA Live, NCAA Football, and NASCAR. Every year, game teams built similar interfaces for these from scratch. What if they could share?
We established global standards for how interface components and screens should look and behave. I audited each product and distilled feedback, reviews, and shared goals into a unified style guide. This was the single source of truth for the new EA Sports line look. It made interfaces easier to build and evaluate. By standardizing design practices across studios, the project improved production efficiency, safeguarded quality, and supported the timely launch of multiple AAA titles.
Product Type
Videogame
Developer
Publisher
Platforms
Lifecycle
Annual Releases 1988–2004
Credits
Development Direction Graeme Bayless, Nikki Rohm Art Direction John Turk, Jacques Hennequet, Ray Lonsdale, Mark Mongie Interface Design Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Engineering Derek Brinkmann, Gordon Fong, Bob Nystrom Production Phil Frazier, Dale Jackson, Gabe Miller, Rod Moye, Elijah Freeman, Jorge Hernandez
Developer
Publisher
Platforms
Lifecycle
Initial Release 2009 Latest Release 2013
Credits
Development Direction Simon Steel Art Direction Adam Murgia Game Design Christine Brownell, Ray Mazza Interface Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Producer Josh Hendren
Development Direction Simon Steel Art Direction Adam Murgia Game Design Christine Brownell, Ray Mazza Interface Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Producer Josh Hendren
Development Direction Simon Steel Art Direction Adam Murgia Game Design Christine Brownell, Ray Mazza Interface Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Producer Josh Hendren
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail