9/14/16

Anki OverDrive

My latest project is Anki OverDrive and to describe it simply, it's AI driven slot car racing.

Using an Android or iOS mobile device, players take control of real world robotic cars and compete on tracks of their own design. The mobile app handles match setup, vehicle customization, tournament/story progression, the gamepad itself and some fancy advanced artificial intelligence that commands opponent cars. If it sounds crazy, well, it is. 

Check out the UI that I created for Anki Overdrive:

Game mode selection


Open Play Modes


Overdrive tournament chapter select


Opponent Selection


Matchmaking


Garage



In-App Store


Thermo Gamepad



Nuke Gamepad


Supertruck "X52" gamepad.



Upgrade icons


Achievement icons


See the Anki Overdrive track pieces, supercars and app UI in action:



3/1/15

War Commander: Rogue Assault

I briefly worked on an iOS title called War Commander: Rogue Assault. It was a great learning experience and I was delighted to work alongside long-time RTS veteran Louis Castle.

Check out this video demonstrating some of the UI our team created:


2/3/14

Dawngate

Back in 2012 I worked with Electronic Arts on a MOBA for PC called Dawngate.

My role was to develop the UI for Dawngate, making wire frames, prototypes, graphics and animations. I was also responsible for implementing everything that I created into the game.

Making the UI for an online PC game was an exciting task and a great opportunity to tackle new challenges in user experience.

Here are some screenshots of the user interface in Dawngate:

The heads up display provides players with essential information during the match. 

The ping wheel allows the user to communicate to team mates without having to type in chat or speak over VOIP. Asking your team for back up or warning them of danger is fast and easy

It's simple to find what you are looking for in the item shop. There is a list of filters if you know what type of item you want to buy, and there is a branching tree to make browsing items easy.

The scoreboard has tons of useful information on it, totally necessary to get a quick glance at the enemy team.

The spell book UI allows the player to learn new abilities during the match. 

After dying, the death recap UI reveals everything the player needs to know about their own untimely demise. 

The authentication screen in Dawngate is used to exhibit a rotating library of artwork. This served as excellent real estate to promote new characters. 

The match type screen is the gateway to all games in Dawngate. Lovely stained glass artwork by Kindra Haugen. 

Each character in Dawngate has their own bio in the shaper gallery. 

Upon starting a new match, players are asked to chose a character. 

Role and perk selection allows the player unique stat customization during their play session. 

Leaderboards reveal the best players in Dawngate. 

The game lobby with only 1 UI Designer in it. Not an ideal way to play Dawngate.

A style guide for the ability icons.


The above video shows the game entry flow, shaper select, victory banner animation, end of game voting and loot rewards.


This video shows my motion graphics work on the victory and defeat banners.




12/16/12

The Walking Dead

The Walking Dead: Season One is out now on all platforms. Find out more here


My role on the Walking Dead: Season One was to design and build the user interface. The process began with typical UX stuff (wireframes, user flows) and quickly moved into the production of graphics and animations. Once everything was implemented we began the process of ensuring the UI worked (and looked great) on every available platform. 

As a treat I was asked to help provide some voice acting work. Nothing serious, mind you, just some zombie groaning and loud shrieking.

Check out the front-end UI in this video:



Homescreen:
Save slots:
Episode selection:

Choice statistics:
Choose a 'playstyle'. This feature allows the user to customize their UI experience:
Confirmation modal:
Pause menu:
Audio settings:
Xbox 360 controller screen:
Playstation 3 controller screen:
How to play:
Here is the marketplace/store screen that I created to allow players to buy future episodes:Here are some shots of the HUD:


The 'struggle' quick time event/mini-game:



Of course, no zombie game would be complete without a gory death screen:

3/27/12

Law & Order Legacies


I lead the UI design on Telltale's Law & Order Legacies. One part of that assignment was to create the branding for the game, and determine a look that will drive our marketing. I came up with this 'inky' Manhattan skyline treatment that we used.

3/20/12

Sam & Max

I was asked to design a HUD and item inventory for the iPad and iPhone version of Sam and Max: Beyond Time and Space.


For the iOS specific design, I came up with something that appeared more tactile than the releases for other platforms.

Jurassic Park: The Game

In November I completed my work on Jurassic Park: The Game. Telltale was successful in simultaneously launching the game across iTunes, Xbox Live, Steam and The PlayStation Network. More after the jump...

I took a minimalist approach to creating the look of the UI art in Jurassic Park. The game itself is quite cinematic and I didn't want the UI to hinder the overall presentation.

The dark slate motif that I created became a defining look for Jurassic Park: The Game. The 'slate style' was applied to the loading screens, front end, tutorial, message boxes and eventually the marketing artwork and box cover art.

UI examples from Jurassic Park: The Game, by Telltale Games.

Armada of the Damned

In 2010 I worked with Propaganda Games to design the UI on Pirates of the Caribbean: Armada of the Damned. The game was to be released on Xbox 360, PS3 and PC. More images after the jump...

The UI was inspired by classic pirate flag designs; white paint against torn black fabric. On top of creating the UI graphics, I modeled and animated a variety of flags in 3DS Max for some of the more dramatic of the popups in the game, like the 'Discovery' flag below.

We created robust player management screens across the game. Places to manage ship crew, a ship storage, item inventory, pirate summary, stats, abilities, and more.


The style of old parchment treasure maps became a dominant motif in other parts of the UI.

 

 Special abilities icons:
Trailer made by Blur Studios: