Released in late 2023 on Apple Arcade, Cityscape is a city builder designed to run on all Apple devices.
MAIN TOOLS:
- Sketch Pad
- Photoshop
- Principle for Mac
- Unity
I joined the Torchlight team in 2019 to help complete the game.
The UI Style Guide was mostly complete, so my main focus was to update the existing assets, as well as design and implement the remaining new features of the game.
My day to day tasks consisted of design reviews with a team of 4 game designers, iterating UI/UX mocks based on their design specifications and feedback. I also implemented screens in Unreal and documented design to pass on to engineering team members.
As the sole UI designer on the team, I was responsible for all flows and wire-framing, low/high fidelity mockup and interactive prototypes, asset creation, atlassing and creation of ready to implement Blueprints in Unreal. Additionally, I provided various keyframe animations of intro/outros, and loading screens.
Torchlight was a fun and challenging game to work on. It gave me the opportunity to learn new tools and work with an amazing and talented group of developers.
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Principle for Mac
- Cinema 4D
- Unreal
Fort Stars is my first mobile game and was developed over the past 2 years at Magic Fuel Games.
Created in Unity 3D, Fort Stars takes the Strategy/Builder genre to a new level. The game consists of 3 main areas of game play.
• Fort building allows the player to configure a fort composed of stackable rooms that need to be defended from attack. The drag and drop UI was designed to feel intuitive and fun.
• Raid party creation and management of heroes and Spells that the player earns and upgrade through battle rewards.
• Battle in Multiplayer and campaign modes, explore maps and form guilds with friends.
All of this was fun and challenging to design, iterate, prototype and implement.
Try it out on your mobile device near you!
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Flinto
- Principle
- XD
- Cinema 4D
- Unity
Mappable is an innovative music exploring tool that allows the player to browse user created maps of their favorite discoveries.
The Map is procedurally generated with an incredible technology.
In order to make the product shine, the UI had to be as non-obstructive as possible yet able to manage a complex web of content and information.
The creative challenge was what drove me to take on the task of revising the flows and mechanics of the app and to eventually work on bringing it to the mobile space. The mobile app unfortunately never made it to completion, but I’m very proud of the work we all did to almost get there.
You should check out Mappable here:
mappable.com
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Flinto
- Cinema 4D
The SimCity and Cities of Tomorrow User Interface was very well received when released. This simulation heavy game was complex in its core but had to feel accessible and engaging.
Built entirely in Maxis's home brewed UI tool (Webkit/HTML5).
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Flash
- Cinema 4D
- After Effect
The environment and theme of Darkspore played a large role in the overall direction of the User Interface. The UI metaphor was meant to feel like it was part of the world as we played strongly with a tech/sci-fi theme. By placing the UI in the environment, camera location and behavior became an important side of the compositions and transitions between modes. The game entry rooms had to be designed and modeled around the User interface specifications. A stong collaboration between the Art, Engineering and UI department was fundamental to the outcome.
Created in Flash/Scaleform
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Flash
- Cinema 4D
- After Effect
Spore was enormous in scope. It included 5 modes (eras) spanning from a cellular level where the player controls a cell evolution to creature, all the way to a galactic space exploration.
Each level had a specific themed UI and specific game play. From 2D side scrolling to third person to RPG style including multiple types of editors, this game had it all.
Galactic Adventures was the first and only expansion pack for Spore. This EP added a full on game editor where the player could customize their own stories or game. It was the ultimate storytelling editor.
Developed in EA UI tool
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MAIN TOOLS:
- Sketch Pad
- Photoshop
- Flash
- Cinema 4D
- After Effect
The Sims 2 user interface was well underway when I joined the team. My contribution included the Create a Sim editor UX/UI, intro video, loader transition screens, Game Entry and the look and feel refresh.
Although I specialize in UX/UI, I do enjoy branching out once in awhile.
These are a few examples of animated sequences I worked on.
Tools:
Photoshop
Cinema 4D
After Effect