Madden NFL, licensed NFL game franchise

My Role

Interface Design Lead

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 worked on the user interface for the game during this pivotal era, then shifted focus to unifying EA Sports’ design system across studios.

Madden NFL 2001–2005 Annual Revenue · Madden’s revenue was powered by two key shifts: online gameplay and EA’s exclusive NFL licensing deal.

Developer

Publisher

Platforms

Lifecycle

Annual Releases 1988–present day

Key Skills & Tools

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

Credits

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Madden NFL, licensed NFL game franchise

My Role

Interface Design Lead

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 worked on the user interface for the game during this pivotal era, then shifted focus to unifying EA Sports’ design system across studios.

EA Sports Annual Revenue by Title 2002-2005 ⸺ Darker segments indicate higher revenue

Developer

Publisher

Platforms

Lifecycle

Annual Releases 1988–present day

Key Skills & Tools

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

Credits

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Madden NFL, licensed NFL game franchise

My Role

Interface Design Lead

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 worked on the user interface for the game during this pivotal era, then shifted focus to unifying EA Sports’ design system across studios.

Madden NFL 2001–2005 Annual Revenue · Madden’s revenue was powered by two key shifts: online gameplay and EA’s exclusive NFL licensing deal.

Developer

Publisher

Platforms

Lifecycle

Annual Releases 1988–present day

Key Skills & Tools

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

Credits

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Madden NFL, licensed NFL game franchise

My Role

Interface Design Lead

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 worked on the user interface for the game during this pivotal era, then shifted focus to unifying EA Sports’ design system across studios.

Madden NFL 2001–2005 Annual Revenue · Madden’s revenue was powered by two key shifts: online gameplay and EA’s exclusive NFL licensing deal.

Developer

Publisher

Platforms

Lifecycle

Annual Releases 1988–present day

Key Skills & Tools

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

Credits

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Madden NFL 2004

Systematizing the Front End

Madden NFL 2004 included over 500 screens, demanding a modular, consistent approach to menus and interactions. As the interface design lead, I defined reusable layouts and components that streamlined development by making it easier for the team to meet the project’s visual goals. I also scripted and debugged UI logic using proprietary tools, working closely with engineers to solve asset management and pipeline challenges.

Madden NFL 2004 Screens, Screenshots · I led the interface design for Madden NFL 2004, crafting a system within the color and resolution limits of NTSC video long before HDTV, and later 4K, eased those constraints · UX/UI Design Gary Boodhoo

Unifying Interfaces Across Franchises

Same Brand, Different Worlds

Every year, teams were rebuilding similar interfaces from scratch across franchises, platforms, and studios. To change that, EA Sports brought together designers and developers from across four studios to build a shared design system and I was one of them

EA Sports Linelook 2005 Brief · A creative brief prepared by a design partner which framed the challenge of unifying brand expression across packaging, UI, and marketing · Visual Design Arnson Communications

Design System

Turning Shared Pain Into Shared Patterns

We created shared rules for flows, menus, and layouts. I focused on typography and scalable components. The real challenge was aligning teams with different tools and goals. Collaborating with designers and developers at four studios taught me how saying “yes, and…” can sometimes move a team further than disagreement. That clarity helped us deliver a unified design system across that year’s entire product line.

EA Sports 2005 Style Guide, Studio-wide Design Document · Menu anatomy and layout rules for the main navigation cascade, establishing consistent structure, spacing, and motion across the front end · UX/UI Design & Documentation Gary Boodhoo

EA Sports 2005 Style Guide, Studio-wide Design Document · Component specifications for sliders and tables used across the product line · UX/UI Design & Documentation Gary Boodhoo

Success

Systematizing the Experience

I authored and maintained the style guide as a single source of truth for designers, engineers, and especially QA. This product grid showcases the 2005 EA Sports releases, each built using our shared system. We established repeatable structures for key screen types to ensure visual and functional consistency across titles.

EA Sports 2005 Front End Comparison, Studio-wide Design Document · Seven franchises shipped with one cohesive system · UX/UI Design & Documentation Gary Boodhoo

Future Direction & Design Legacy

Carrying the Vision Forward

Linelook06 continued the evolution of the system I helped create. I contributed early visual work and structural thinking, though leaving before the project was completed.

The Madden titles I worked on laid the foundation for consistent UX at scale during a time when players expected complete experiences out of the box. Today’s versions balance that legacy with live-service design and evolving monetization models. The tools have changed, but the need for structure, clarity, and adaptability remains

The Linelook 2006 Story, Studio-wide Design Document · Comparative product research into broadcast aesthetics (I have a background in TV and postproduction) for guiding team discussions around emotional pillars and visual storytelling · Design & Discovery Gary Boodhoo

EA Sports 2006 Design Vocabulary, Early-Stage Internal Materials · The next iteration of EA Sports’ shared UI language built upon on the success of Linelook 2005 with stronger visuals and more refined application · UX/UI Design Gary Boodhoo, Keith Alexander, Tim Spangler Presentation Gary Boodhoo

Outcome

I helped build the shared design system behind EA Sports’ 2005 lineup, including top-selling titles like Madden NFL 2005 and FIFA Soccer 2005, each earning over $5M in U.S. revenue

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Benjamin Mace

Visual Design Lead, Huge

Gary's contributions to standardizing interface design on the sports titles while I was at EA was nothing short of inspiring. The shear magnitude of standardizing styles across multiple game titles and studios worldwide was an amazing feat. Gary is super passionate about his work and strives to do everything possible to bring it to the next level. I learned a lot about UI working with him and would recommend him to anyone asking.

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Benjamin Mace

Visual Design Lead, Huge

Gary's contributions to standardizing interface design on the sports titles while I was at EA was nothing short of inspiring. The shear magnitude of standardizing styles across multiple game titles and studios worldwide was an amazing feat. Gary is super passionate about his work and strives to do everything possible to bring it to the next level. I learned a lot about UI working with him and would recommend him to anyone asking.

Logo

Benjamin Mace

Visual Design Lead, Huge

Gary's contributions to standardizing interface design on the sports titles while I was at EA was nothing short of inspiring. The shear magnitude of standardizing styles across multiple game titles and studios worldwide was an amazing feat. Gary is super passionate about his work and strives to do everything possible to bring it to the next level. I learned a lot about UI working with him and would recommend him to anyone asking.

Logo

Benjamin Mace

Visual Design Lead, Huge

Gary's contributions to standardizing interface design on the sports titles while I was at EA was nothing short of inspiring. The shear magnitude of standardizing styles across multiple game titles and studios worldwide was an amazing feat. Gary is super passionate about his work and strives to do everything possible to bring it to the next level. I learned a lot about UI working with him and would recommend him to anyone asking.

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Oliver Marsh

Director of Engineering, Liftoff

I worked with Gary at Electronic Arts on the design and implemention of a user interface system to be shared between multiple EA Sports titles. As well as being exceptionally skilled and creative, Gary is also a pleasure to work with and I learned a great deal from the experience. I would enjoy any opportunity to work again with him in the future.

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Oliver Marsh

Director of Engineering, Liftoff

I worked with Gary at Electronic Arts on the design and implemention of a user interface system to be shared between multiple EA Sports titles. As well as being exceptionally skilled and creative, Gary is also a pleasure to work with and I learned a great deal from the experience. I would enjoy any opportunity to work again with him in the future.

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Oliver Marsh

Director of Engineering, Liftoff

I worked with Gary at Electronic Arts on the design and implemention of a user interface system to be shared between multiple EA Sports titles. As well as being exceptionally skilled and creative, Gary is also a pleasure to work with and I learned a great deal from the experience. I would enjoy any opportunity to work again with him in the future.

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Oliver Marsh

Director of Engineering, Liftoff

I worked with Gary at Electronic Arts on the design and implemention of a user interface system to be shared between multiple EA Sports titles. As well as being exceptionally skilled and creative, Gary is also a pleasure to work with and I learned a great deal from the experience. I would enjoy any opportunity to work again with him in the future.

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Tam Su

Director of Product Management, Gap Inc.

Gary is easily one of the most creative people I have ever had the pleasure of working with. His immense creativity and design skills were key in the effort to implement a unified UI scheme across multiple games. It was a great experience working with Gary at EA.

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Tam Su

Director of Product Management, Gap Inc.

Gary is easily one of the most creative people I have ever had the pleasure of working with. His immense creativity and design skills were key in the effort to implement a unified UI scheme across multiple games. It was a great experience working with Gary at EA.

Logo

Tam Su

Director of Product Management, Gap Inc.

Gary is easily one of the most creative people I have ever had the pleasure of working with. His immense creativity and design skills were key in the effort to implement a unified UI scheme across multiple games. It was a great experience working with Gary at EA.

Logo

Tam Su

Director of Product Management, Gap Inc.

Gary is easily one of the most creative people I have ever had the pleasure of working with. His immense creativity and design skills were key in the effort to implement a unified UI scheme across multiple games. It was a great experience working with Gary at EA.

Developer

Publisher

Platforms

Lifecycle

Annual Releases 1988–present day

Key Skills & Tools

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

In-house Game Tooling, Front-end Scripting, Photoshop, Illustrator, Prototyping, Presentation Design

Credits

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Development Direction Graeme Bayless, Nikki Rohm Production Phil Frazier, Elijah Freeman, Jorge Hernandez, Gabe Miller, Rod Moye Art Direction Jacques Hennequet, Ray Lonsdale, Mark Mongie, John Turk Interface Design Keith Alexander, Murtaza Ali, Sean Friese, John Gnuechtel, Albert Holaso, Sid Jatia, Ben Mace, Miguel Molinari, Mike Nakfoor, Alex Portilla, Tim Spangler, Tam Su Interface Engineering Derek Brinkmann, Gordon Fong, Oliver Marsh, Bob Nystrom

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume