Zachary Lewis

UI Engineering Leader & Technical UI Architect & Software Engineer

Technical Focus

Employment

Crystal Dynamics

Lead UI Engineer, Remote (2023–Present)

  • Hired as studio-wide UI Engineering Lead, responsible for defining UI technical direction for Crystal Dynamics' first Unreal Engine titles
  • Part of a small UI/UX leadership group functioning in lieu of a director, shaping studio-wide UI strategy, priorities, and execution
  • Directed adoption and integration of NoesisGUI as the studio's UI middleware, establishing shared UI architecture and engineering standards
  • Designed and developed reusable UI systems and tooling used across multiple projects, including Tomb Raider: Catalyst, Tomb Raider: The Legacy of Atlantis, and additional unannounced titles
  • Partnered with gameplay, design, and production teams to define UI requirements and guide features from concept through implementation
  • Managed and mentored a team of UI engineers (mid–senior), including career development, performance management, and navigating organizational changes
  • Collaborated closely with co-development partners (Flying Wild Hog) across time zones to ensure consistent UI implementation and quality
  • Worked with third-party vendors (e.g., Noesis, Rive) and internal tech leadership to identify cross-project risks and influence technical decisions

Sony Interactive Entertainment Bend Studio

UI Engineer → UI Systems Lead, Bend, OR/Remote (2018–2023)

  • Shipped Days Gone (PS4), contributing UI implementation, late-stage polish, and post-launch support, including new UI for DLC challenges and game modes
  • Served as a core UI engineer on Days Gone (PC), refactoring UI systems to support mouse/keyboard input, PC UX expectations, and expanded accessibility
  • Functioned as de facto UI Engineering Lead on a subsequent unannounced title, defining UI architecture and workflows for a new project built on Decima
  • Embedded with Naughty Dog, contributing UI tooling and learning proprietary engine workflows through close collaboration with their UI and engine teams
  • Led accessibility implementation across UI, input, and settings, and served as a subject-matter resource across SIE—consulting with hardware teams on accessibility controller support, collaborating with first-party studios, and advising storefront teams on presenting accessibility features to players

US Army Software Development Division

Software Engineer (UI, Gameplay & Systems), Huntsville, AL (2017–2018)

The Game Studio Freelance

Proprietor, Huntsville, AL (2010–Present)

US Army Army Game Studio

Software Engineer, Huntsville, AL (2008–2017)

Yulista Management Services Prototype Integration Facility

Computer Operator, Huntsville, AL (2004–2007)

Projects

Days Gone (2019, 2021) Bend Studio

  • Shipped console release, establishing the foundation for a subsequent PC refactor
  • Lead UI refactor for PC release, adapting a console-first UI to mouse/keyboard input, PC settings expectations, and expanded accessibility
  • Established input and UI patterns that avoided common "bad port" pitfalls and were widely praised at launch

America's Army Franchise Army Game Studio

  • UI/UX design and implementation for public-facing military games in Unreal Engine 2–4
  • Core UI systems across multiple shipped releases
  • Collaboration with design and gameplay teams to deliver accessible, player-facing experiences
  • Shipped features spanning menus, HUDs, and data-driven UI systems

America's Army Virtual Platform & Bespoke Training Simulations Army Game Studio

  • UI and systems development for an internal Unreal Engine 3–4 platform used to rapidly deploy custom training simulators
  • Design and implementation of reusable UI frameworks supporting multiple downstream trainers
  • Collaboration with military stakeholders to adapt UX for non-traditional users and constrained environments
  • Integration with external hardware and simulation systems where required

SOCOM Convoy Simulator Army Game Studio

  • Full implementation of mounted weapon pawn recreating the CROWS II weapon system, including UI, input, cameras, and weapon systems
  • Created low-level netcode interop between UE4 and custom motion platform hardware

Convoy Planning & Highway Regulation Software Development Division

  • Engineered enterprise software supporting real-world convoy planning and regulation
  • Translated complex stakeholder requirements into shipped systems and user workflows
  • Authored technical design documentation, project bids, and delivery metrics

Contract Game Development Independent/Contract

  • Shipped a commercial game to Steam, including build, packaging, and platform integration on macOS
  • Integrated third-party platform services to support distribution and deployment
  • Delivered production-ready solutions under ambiguous requirements and limited support

Prototype Integration & Hardware Systems Prototype Integration Facility

  • Early-career work spanning networked sensors, physical prototyping, and hardware-adjacent software
  • Programming and integration of motion and environmental sensing systems
  • Mechanical prototyping and part modeling using SolidWorks and rapid fabrication techniques

Education

M.S. Software Engineering

University of Alabama Huntsville, Huntsville, AL (2010)

B.S. Computer Engineering

Tennessee Technological University, Cookeville, TN (2008)

Personal Projects

FlashPunk Community http://useflashpunk.net

Increased visibility and use of the FlashPunk AS3 game library by rebranding, creating a website, video tutorials and developer community.

Award Winning Video Games http://zacharylew.is/personal

Created several games using FlashPunk, including Space Junk, which placed first in Boing Boing's Games Inspired By Music competition.