Design

The Incredibles 2: Rise of the Underminer
2005

Heavy Iron Studios

  • This is the HUD (Head-Up Display) concept created for  'The Incredibles 2: Rise of the Underminer' 2005. I Conceived, animated and scripted the UI using proprietary software. The biggest challenge was to create a visual language that supported cooperative gameplay for solo or multi-player and also supported hot-swapping roles and allowing instant player add/drop. I designed, scripted and validated all UI mechanics and navigational framework. Additionally I assisted with additional environmental art support. 

     Event Scripting  50%
    Environments & Visual FX 50%
    UI Design 100%
    HUD Scripting 100% 

    'The Incredibles' © (copyright) by  Disney/Pixar. 'The Incredibles: Rise of the Underminer'- the Video Game and all related images are © (copyright) by THQ, Inc.

Transportopia
2014

Niantic Labs

  • A joint venture with Google and Niantic Labs to make a location-based mobile game that allowed people to learn about Los Angeles and its history of Film Noir by solving a virtual whodunnit while physically touring the city. I designed the UI logic and artistic look and feel. 

    'Transportopia' and all related images are © (copyright)  by Google and Niantic Labs

Robot Race
2012

Easley-Dunn Games

  • In my design work for Robot Race, I focused on racing balance and course challenges. Each world has three levels of difficulty and also contains a variable speed mechanic that keeps the races close and exciting, without creating any unfair handicaps. Additionally I created an analytics system to measure and improve customer acquisition and monetization. I also directed technical requirements, localization standards, and directing the integration of all art assets. As of Oct 2019, Robot Race ranks #850 top grossing racing game and averages 1000+ Monthly downloads in 155 territories. 

    All characters are  © (copyright) by Easley-Dunn Games, Inc.

Style Studio
2010

Real Life Plus

  • For Style Studio I created an Avatar face and body customization system using morph targets.  Clothing also morphed along with body shapes. Instead of making several types of collared shirts, we created several base shapes that combined could deform to mimic any conceivable style of clothing. Not only did this save the need to create hundreds of clothing archetypes, but it also created a vastly scalable pipeline and a light app footprint.

    Recruited and Managed Team
    Production
    Art Direction
    Technical Art Direction

    'Style Studio', all characters and Morph Target system  are © (copyright) 2010 by Real Life Plus, Inc.

     

Ratatouille
2007

Heavy Iron Studios

  • This is the Cooking Challenge in Ratatouille. I served as the UI Lead and FX designer on Ratatouille which shipped in Spring of 2007. A particularly interesting challenge was that we shipped this game during the TV industry's transition  to HD, so we had to create a UI that could swap between a 4:3 aspect ratio and a 16:9 aspect ratio. 

    Contributions:
    Event Scripting  50%
    Visual FX 50%
    UI Design 100%
    HUD Scripting 100% 

    'Ratatouille' © (copyright) by  Walt Disney Pictures. 'Ratatouille' - the game and all images are © (copyright) by THQ , Inc.

Wyldstyle Basketball
2013

Easley-Dunn Games

  • Wyldstyle Basketball is a basketball tournament game for iOS and Android. My Focus on Wyldstyle Basketball is on designing the core basketball experience, opponent AI and monetization. The decision trees above measure action based upon probabilities derived from historical statistical averages gathered from the National Basketball Association. The graphs above are visual representations of the math driving the opponent AI for the purpose of interactive game balance - these can be rapidly modified based upon numerous factors including distance from the basket, time remaining on the shot clock, time remaining in the quarter and individual player stats.

    'Wyldstyle Basketball' and all characters are  © (copyright) by Easley-Dunn Games, Inc.

Rubber Bandito
2012

Cold Dish, LLC & Illuminated Entertainment

  • I designed these HUD and Menu elements for Rubber Bandito, iOS and Android. The game featured 5 fully playable environments, 25 levels and cinematic cut-scenes.  In my Art Director role, I was responsible for leading the user interface team, validating navigational framework,  addressing technical requirement and localization standards, and overseeing all art assets. As a founding partner, I recruited and directed a team of 15 developers with overall responsibility for schedule and milestones. I created production pipeline to manage external development for decentralized members of the team.

    'Rubber Bandito' and all characters  are © (copyright) 2012 by Cold Dish, LLC & Illuminated Entertainment.

Scooby Doo!: Night of 100 Frights
2001

Heavy Iron Studios

  • For Scooby Doo!: Night of 100 Frights, in addition to developing most UI scripting and assets, I was also the lead character and environment artist. 

     User Interface 75%
    Characters: 100%
    Lighting: 100%
    Level Design: 50% 

    'Scooby-Doo' is a registered trademark of Hanna Barbera / Warner Bros. Television. The 'Scooby-Doo' logo and all characters from the television series are © (copyright) by Hanna Barbera / Warner Bros. Television. 'Scooby-Doo: Night of 100 Frights'  and all images are © (copyright) by THQ , Inc.

Ninja Warrior
2013

Marvelous AQL

  • In addition to designing the UI and validating navigational framework, I directed  efforts toward the study and focus testing of the size, placement and iconography of the UI in an effort to optimize monetization. Ninja Warrior reached #19 in top paid apps for iPhone in June of 2013. Other duties on Ninja Warrior included Managing the art team, setting core technical and aesthetic standards for the studio, and overseeing all internal and external art assets.

    'Ninja Warrior' © (copyright) by  Tokyo Broadcasting System Television, Inc. 'Ninja Warrior' - the mobile game and all related images are © (copyright) by Marvelous AQL