FUSER
Profile Enhancements
FUSER (Harmonix)
I worked on the initial wireframing, art, and implementation for the Profile screen, and continued working on this screen for the Profile Enhancements update. In this update, I modified the XP bar to style differently upon reaching level 50; I replaced the old Activity Feed with the more prominently featured Player Stats section, and added two new styling thresholds to celebrate player accomplishment in each stat; and I designed a background lighting and FX progression using and modifying existing lighting concepts.
FUSER
Venue Select - Co-op Multiplayer
FUSER (Harmonix)
I worked on the implementation for the Venue Select screen (both Freestyle and Multiplayer), and wireframed the addition of the turn length and session length options for the update to Co-op Multiplayer. I created the animation for the selection states for the venues, and created the material that applies a desaturate and flowing rainbow gradient to the selected venue.
FUSER
Mission Select
FUSER (Harmonix)
I worked on Mission Select through several iterations of the screen, from ideation about what the FUSER UI could look like, through wireframing and mockups, to implementation and polish.
FUSER
Social Hub Wireframes
FUSER (Harmonix)
I worked on the revisions to the Social Hub that were necessary with improvements to mix discoverability. Previously, a small set of suggested mixes and the Activity Feed were displayed in the same tab. I used this need for Mixes to take up more space as a chance to also move the Activity Feed and Player Search to a combined location. It was also a chance to unify the layouts of these screens, such that content was vertically aligned.
FUSER
Profile Lighting Compilation
FUSER (Harmonix)
As part of the Profile Enhancements work that I did on FUSER, I needed to design a lighting and FX ramp in the scene to showcase players as they leveled. Two other artists concepted a number of possible options, and I made selections based on our existing color language for Battles, made some modifications to emphasize level 50 and improve the ramp, and oversaw FX polish.
FUSER
PC Key Rebinding
FUSER (Harmonix)
I worked on the PC-only key rebinding screen, both art and implementation. This screen needed an obvious state for accepting input, messaging when changes occur, a clean transition from the tabbed lists in the main Settings popup, and the ability to easily return to the default key bindings.
Dance Central (Rift, Quest, Rift S)
Music Library
Dance Central (Rift, Quest, Rift S) (Harmonix)
I owned the visual direction, concepting, and implementation of most of the screens for the virtual cell phone that served as Dance Central's primary UI. This is the final concept I made for the Music Library.
Dance Central (Rift, Quest, Rift S)
Move Select
Dance Central (Rift, Quest, Rift S) (Harmonix)
I owned the visual direction, concepting, and implementation of most of the screens for the virtual cell phone that served as Dance Central's primary UI. This is the final concept I made for the Move Select screen, which allows players to select sections of the song to play in the practice space.
Dance Central (Rift, Quest, Rift S)
Chat App
Dance Central (Rift, Quest, Rift S) (Harmonix)
I owned the visual direction, concepting, and implementation of most of the screens for the virtual cell phone that served as Dance Central's primary UI. This is the final concept I made for the chat app, which I also passed to marketing for various promotional needs.
Dance Central (Rift, Quest, Rift S)
Phone Overview
Dance Central (Rift, Quest, Rift S) (Harmonix)
An overview video highlighting several common actions on the cell phone UI, and how the phone fits into the overall gameplay loop. The interaction includes summoning the phone, navigating to the music library, selecting a song, and having the club respond upon song selection and transition into gameplay. I concepted and implemented the screens seen here, contributed to the Club UI, as well as collaborated on the design of the interaction for summoning and dismissing the phone.
Dance Central (Rift, Quest, Rift S)
Async Challenge Recording
Dance Central (Rift, Quest, Rift S) (Harmonix)
One of the UX problems I had to solve was how to communicate to players that they could send a taunt to their opponent after playing a Challenge against another player. The problem needed a solution that was appropriately in-universe, explained to players where to face, and expressed that the recording was about to begin. I proposed, and the team implemented, a solution where the dancer recorded the player, as the player's focus was already directed toward the dancer.
Dance Central (Rift, Quest, Rift S)
Contact Added Animation
Dance Central (Rift, Quest, Rift S) (Harmonix)
A short animation I made for the phone to confirm that a dancer NPC was added as a contact, and the player successfully executed an NFC tap.
Rock Band Rivals
Player Stats
Rock Band 4 & Rock Band Rivals (Harmonix)
I contributed to discussions to determine the content of the My Stats screen, brought it through wireframe and concept, and then implemented the screen in the engine. Also responsible for concepting and implementing the Rivals re-styling.
Rock Band Rivals
Main Menu
Rock Band 4 & Rock Band Rivals (Harmonix)
I hand-crafted the configurations of the Main Menu, animating each item expanding and collapsing. I also implemented the activity feed notification cycle.
Rock Band Rivals
Music Library
Rock Band 4 & Rock Band Rivals (Harmonix)
I worked on the implementation of the Music Library alongside code. For the Rivals re-styling, I also worked on the shaders that colored the various pieces of the library, building them to be modular and sharable between gameplay modes. I also worked on the art, layout, and implementation of new elements such as the rating system.
Rock Band Rivals
Brutal Mode Music Library
Rock Band 4 & Rock Band Rivals (Harmonix)
For the addition of Brutal Mode, I created a new color scheme and modified the existing shader graph for the Music Library. For the Rivals re-styling, I also worked on the shaders that colored the various pieces of the library, building them to be modular and sharable between gameplay modes.
Rock Band Rivals
Campaign - On Tour
Rock Band 4 & Rock Band Rivals (Harmonix)
I was the owner of the UI art for the campaign mode in Rock Band 4. Created the layout and implementation of the menu, along with the animations that occur when earning a star rating or flipping the panel. Also responsible for implementation for the Rivals re-styling.
Rock Band Rivals
Campaign - Tour Complete
Rock Band 4 & Rock Band Rivals (Harmonix)
I was the owner of the UI art for the campaign mode in Rock Band 4. I created the layout, implemented the screen in the engine, built the animations, and made the cash, fans, new tour, and new shows icons for RB4. For the Rivals re-styling, I concepted and implemented this screen in the new visual style.
Rock Band 4
Stage Presence Icons
Rock Band 4 (Harmonix)
A sample from the set of Stage Presence icons I created.
(Row 1) Band Overdrive, Fancy Fingers, Super Saver, Standout Solo (Drums)
(Row 2) Express Yourself, In Harmony, Band Unity, and Speed Demon
Rock Band 4
Pinny Arcade Pin
Rock Band 4 (Harmonix)
One of my icons, Band Overdrive, was selected to represent Harmonix and Rock Band 4 at PAX Prime 2015 as a Pinny Arcade pin. I recreated the icon in Illustrator to the specifications necessary to ready it for manufacture.
Alone in the Dark: Illumination
Achievement Icons
Alone in the Dark: Illumination (Pure FPS)
A sample from the set of 25 achievement icons I created.
(Row 1) Diamonds and Rust, Grave Digger, One-Hit Wonder, Massacre
(Row 2) Perfectionist, Medic, Merciful Soul, Into the Void
(Row 3) Crawling Through, Grand Architect, Eviscerator, Saint
Alone in the Dark: Illumination
Skill Icons - Priest
Alone in the Dark: Illumination (Pure FPS)
The set of skill tree icons I created for the Priest class, which are:
Lord's Embrace, Holy Light, Wrath of God, Cleansing of Sinners, and Sacred Chant.
LOTRO: Helm's Deep
Advancement Icons
LOTRO: Helm's Deep (Turbine)
A sample of the Big Battles trait icons I worked on. The top row is from the Engineer line, the middle row is from the Officer line, and the bottom row is from the Vanguard line.
LOTRO: Helm's Deep
Passive Icons
LOTRO: Helm's Deep (Turbine)
The full set of Expertise Ranks for the Officer, Vanguard, and Engineer lines respectively. The player advances from top to bottom in one of these lines as they earn higher ranks in their chosen specialty.
LOTRO: Helm's Deep
Siege Weaponry Icons
LOTRO: Helm's Deep (Turbine)
A sample of the buttons I worked on for the player to use when interacting with siege weaponry. The button states, from top to bottom, are normal, ghosted, rollover, pressed, and active.
LOTRO: Helm's Deep
Promotion Tree - Contextual Icons
LOTRO: Helm's Deep (Turbine)
The Promotion Tree shown in full, for which I contributed the trait and rank icons.
LOTRO: Helm's Deep
Siege Weapon Icon Interaction
LOTRO: Helm's Deep (Turbine)
A player interacting with a catapult, showing some of the buttons in action.
BioShock Infinite
Gear Icons
BioShock Infinite (Irrational Games)
A sample of the Gear icons I worked on. I was responsible for concepting, treatment, and developing the style of the Gear icons through iteration.
(Row 1) Quick Handed, Blood to Salt, Fit as a Fiddle, Bull Rush
(Row 2) Storm, Kill to Live, Death from Above, Newton's Law
BioShock Infinite
Loot Icons
BioShock Infinite (Irrational Games)
A sample of the Loot icons I worked on. I was responsible for concepting, treatment, and developing the style of the Loot icons, which included representing item type so that a player could quickly parse it.
Shown here are some of the health-restoring items: sandwich, cotton candy, hot dog, and banana.
Also, lockpicks, money, and two salts-restoring items: coffee and a bottle of salts.
BioShock Infinite
Weapon Icons
BioShock Infinite (Irrational Games)
A sample of the Weapon icons I worked on. I was responsible for finalizing the set of Weapon icons.
(Row 1) The Pig Volley Gun, The Peppermill, The Burstgun
(Row 2) The Triple R, the Heater, the Huntsman
BioShock Infinite
Vigor Icons
BioShock Infinite (Irrational Games)
A sample of the Vigor icons I worked on. I was responsible for finalizing the set of Vigor icons.
(Row 1) Undertow, Shock Jockey, Bucking Bronco
(Row 2) Posession, Devil's Kiss, Murder of Crows
BioShock Infinite
Achievement Icons
BioShock Infinite (Irrational Games)
A sample of the Achievement icons I worked on. I was responsible for finalizing the set of Achievement icons.
(Row 1) Bolt From the Blue, Loose Cannon, Welcome to Monument Island
(Row 2) Aerial Assassin, Heartbreaker, Master of Pyrotechnics
BioShock Infinite
Gear Icon in Gear Tag
BioShock Infinite (Irrational Games)
An instance where a gear icon appears in the context of a gear tag.
BioShock Infinite
Gear Icons in Gear Menu
BioShock Infinite (Irrational Games)
A set of gear icons as they appear in the gear menu.
BioShock Infinite
Gear Icons in Sample Loadout
BioShock Infinite (Irrational Games)
A sample set of Gear and Vigors for the hands-on demo. The image features some of the work that I've done for the Gear and Vigor icons in the game.