TECHNOLOGIST, PROTOTYPER, CREATOR

Hello. I'm Xander, a user interface developer located in Denver, CO.

WORK

FORD - SYNC 4 THEMING

FRONT-END DEVELOPER

As a React component developer at Ford, I helped develop the SYNC 4 infotainment interface with a focus on creating reusable component styling. My work is live in vehicles such as the Mach-E and F-150 Lightning.

FORD - MY MUSTANG

UNREAL ENGINE TECHNICAL ARTIST

I played a key role in leading the user interface development for the My Mustang in-vehicle application, which was created using Unreal Engine.

FORD - DIGITAL EXPERIENCE

UNREAL ENGINE TECHNICAL ARTIST

I contributed to the development of the Ford and Lincoln Digital Experience application using Unreal Engine, focusing on the implementation of a real-time digital avatar representing the user's vehicle.

SYNC 4

As a React component developer, I was responsible for creating pixel-perfect interface components.

For my first major project at Ford Motor Company, SYNC 4 provided a valuable opportunity to grow my foundational knowledge of software development and deepen my front-end expertise. My primary responsibility involved updating and maintaining the React component library's styling, a role that encompassed tasks from individual component updates to the creation of full interface themes. This required a strong understanding of design principles and accessibility standards.

Beyond technical skills, my experience on the SYNC 4 team was instrumental in mastering the foundations of successful product development within an Agile environment. I actively participated in code reviews, utilizing source control (Git) for version management, and took part in rigorous testing processes to ensure code quality and stability.

MY MUSTANG

As a lead technical artist on the My Mustang project, I played a key role in developing the user interface within Unreal Engine.

To begin the project, my colleague and I greyboxed prototypes to test Unreal Engine's capabilities. As design and engineering teams joined the project, my focus shifted to developing functional user interface widgets and interactions using Unreal Engine's UMG and Blueprint visual scripting. This involved creating a library of reusable widgets—buttons, lists, menus, and sliders—each with interactive states and animations. I also built the interfaces for the home page, custom mode, my color, and cluster theme screens.

Using Unreal Engine Blueprints, I integrated these widgets to ensure seamless application-wide communication. I also integrated and configured Epic Games' orbital camera rig, enabling smooth animated transitions between different views of the Mustang avatar. While the design team created the avatar's visuals and animations, I focused on their functional implementation within the application.

Close collaboration with design and engineering was crucial. I leveraged my source control expertise to train the Interaction Design team, bridging any technical gaps. This pilot program marked a significant step in integrating Unreal Engine into Ford's infotainment systems and provided valuable learning opportunities for all involved.

DIGITAL EXPERIENCE QUICK CONTROLS

As a technical artist on the Digital Experience Unreal Engine project, I was responsible for developing a significant portion of the digital avatar interactions within Unreal Engine.

This project, which encompassed five different Ford and Lincoln vehicle lines, demonstrated Ford's capabilities in integrating Unreal Engine into their infotainment systems. The application provides visual readouts of vehicle status through a 3D model that accurately represents the user's vehicle color, trim, and specific wheel design. My team and I developed the avatars to display features such as headlights, ambient lighting, and open trunks. Additionally, users can rotate the vehicle model on the main application page.

A key focus of my role during the Quick Control application development was to prototype our avatar features within a dedicated design environment. This involved creating a user interface in Unreal Engine that was 1:1 with design specifications, allowing my team to refine features and camera angles. I also contributed to visual development and ensured that engineering teams had access to the avatar components.