Dance Central (Rift, Quest, Rift S)
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) (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) (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) (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) (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.
Rock Band 4 & Rock Band Rivals
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 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 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 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 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 Rivals (Harmonix)
I took the Weekly Challenge screen from wireframe and concept through implementation. I also animated the player icons to flip together to reveal the instrument icons for each score.
Rock Band 4 & Rock Band Rivals (Harmonix)
For both Rock Band 4 and Rock Band Rivals, I was responsible for the implementation of this screen, and redesigned this screen for the Rivals expansion.
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 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 (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
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 (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.
Alone in the Dark: Illumination (Pure FPS)
The set of skill tree icons I created for the Witch class, which are:
Creature Control (lvl 1), Burning Glow, Lightning Strike, Draining Curse, Lightning Crawler, and Creature Control (lvl 2).
Alone in the Dark: Illumination (Pure FPS)
The set of skill tree icons I created for the Engineer class, which are:
Comet, Tesla Wall Duration, Tesla Wall Distance, Shotgun Ammo Increase, Throwables Distance.
Mecha Match
Mecha Match (Neon Tiger)
The UI for the Data Screen, which broke down the stats, skills, and costs of the selected mecha.
Mecha Match (Neon Tiger)
The UI for what is broadly the Player Stats Screen. The actions that can be taken change depending upon the context of the screen—whether the player is viewing his/her own stats, those of another player, or those of a friend.
Mecha Match (Neon Tiger)
This screen lays out the possible contents of the selected pod. It also allows players to navigate to other store screens, facilitating the browsing and purchasing of items, tech, and mechs.
Mecha Match (Neon Tiger)
I designed the settings screen primarily for ease of use, considering that players may desire to change their sound and targeting settings more than once, but their language only upon first use, and arranging those options such that they would only have to scroll on this screen a maximum of one time.
Mecha Match (Neon Tiger)
The upgrade and augment screen for Mecha Match.
Lord of the Rings Online- Helm's Deep Expansion
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 (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 (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 (Turbine)
The Promotion Tree shown in full, for which I contributed the trait and rank icons.
LOTRO- Helm's Deep (Turbine)
A player interacting with a catapult, showing some of the buttons in action.
BioShock Infinite
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 (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 (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, and the Huntsman
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, and Murder of Crows
BioShock Infinite (Irrational Games)
A sample of the Achievement icons I worked on. I was responsible for finalizing the set of Achievement icons. Shown are Bolt From the Blue, Loose Cannon, and Welcome to Monument Island.
BioShock Infinite (Irrational Games)
An instance where a gear icon appears in the context of a gear tag.
BioShock Infinite (Irrational Games)
A set of gear icons as they appear in the gear menu.
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.