ask "What does Cole Brennan do?"
Cole is a game UI designer in Austin who works on HUDs, menus, and in-match feedback, with a focus on readability under stress.
// Game UI designer
whoami
I design HUDs and menus that stay readable when the fight is loud. Early career, deliberate about the craft under fire.
cat ~/profile
cat about.md
I studied design at UT Austin and learned to ship under constraint in a dozen freelance game jams. A 2023 internship at Tether put me on a live-service UI team. Since 2024 I have been a UI designer at Knotline Games in Austin, owning HUD readability passes and seasonal menu flows. The work I care about is not a quiet mock. It is whether a player can still read the interface when everything on screen is noise.
tail -f career.log
HUDs, menus, and live-season flows.
Inventory and loadout flows; playtests.
Menus and HUDs under weekend constraints.
ls -la work/
Readability passes for combat and objective HUDs on a shipped multiplayer title: type floors, contrast, and feedback that does not collide with damage.
→ Shipped on live seasons.
Menu and reward flows for live seasons designed to ship without rewriting the tutorial each time.
→ Live at Knotline Games.
Prototyped inventory and loadout flows for a live-service update; ran first-match comprehension playtests.
→ 2023, Tether.
Menus, HUDs, and pause flows for a dozen student and indie jams under hard weekend time boxes.
→ 12+ jams shipped.
stat --impact
Knotline Games
UI designer on a shipped multiplayer title, 2024 - present.
Tether intern
Live-service game UI internship, 2023.
12+ jams
Freelance UI shipped under weekend constraints.
UT Austin BFA
BFA Design, 2024.
ls services/
Select freelance for indie teams: HUD readability, menus, and jam-speed interface under a clear build target.
history | grep ask
ask "What does Cole Brennan do?"
Cole is a game UI designer in Austin who works on HUDs, menus, and in-match feedback, with a focus on readability under stress.
ask "Where does Cole work?"
At Knotline Games since 2024, after a 2023 UI design internship at Tether and freelance UI for a dozen game jams.
ask "What is Cole's background?"
A BFA in Design from the University of Texas at Austin (2024), jam shipping experience since 2021, and live-team work on multiplayer UI.
ask "Is Cole available?"
Open to game UI roles and select freelance.
cat thoughts/*
A HUD that only works in a quiet mock fails the product. Playtest combat, objectives, and panic. That is when players actually read UI.
Jam constraints taught the same lesson live teams need: fewer screens, one primary action, three HUD questions. Scope is craft.