• Home
  • User Interface
  • Illustration
  • Concept Art
  • Game Assets
  • Contact
Menu

Warp-Spasm

the Illustrated work of Frank Harmon
  • Home
  • User Interface
  • Illustration
  • Concept Art
  • Game Assets
  • Contact

Monkey Mayhem

MM_title_2048.png
Monkey Mayhem Level Select Island

One of the main mission of this game was to establish a story context to what the player was doing, without adding cut scenes or direct story telling. My solution was to establish a world/location that the player could help establish a world with the game. I wanted the game to take place on an island that fit the cartoonish punk style. A classic Super Mario style location full of crazy enemies and fun biomes like lava, snow, ghost ship etc.

I created the concept of the island with the help of Ashish Tomer  the lone level designer/3d artist. I created the graphic shader, the smoke shader, and the water shader to help with the style of the game. Subtle gradients and hard purplish-cold shadows.

Level Select

Game originally comprised of 100 levels with 20 diffrent biomes. As the player advances through the leves they change the look of the island. Completing an area of the island tuens it into a deset, erupts the volcano, causes an oil spill comprises of the first 10 biomes. Next 10 is the player “cleaning up” the island by exploring the new destroyed versions of the biomes. Final boss completion creates a beautiful island paradise with the possibility of expanding to a new island.

I was responsible for everything on this screen, the UI scripting, the shaders, the animations and the game logic.

mapLvL001.png
01-island.png
02-island.png
mapLvL100.png
mm_00.png
 The inventory screen also features the cartoon and outline shader I made for the game. In the original iot was super hard to see, so I created this outline to get a better view of the player and enemies. Plus had the added bonus of the cartoon punk

The inventory screen also features the cartoon and outline shader I made for the game. In the original iot was super hard to see, so I created this outline to get a better view of the player and enemies. Plus had the added bonus of the cartoon punk esthetic we were going for.

mm_03.png
Assortment of Icons
Assortment of Icons

Nice chunky cartoonish icons for the cartoon punk stykle of the game.

 Other than UI scripting, shaders, etc. I was also responsible for the Art Direction for this incredibly small team. I put this image in as an example of one of the mob enemies the game originally had with it’s weapon at the top left and top right.

Other than UI scripting, shaders, etc. I was also responsible for the Art Direction for this incredibly small team. I put this image in as an example of one of the mob enemies the game originally had with it’s weapon at the top left and top right.

the enemy’s design looked like a insurance commercial and the gun had the proportions of an irl AK-47. I moved them to a more cartoonish proportions with a blunter weapon.

baseballbatguy.png
electricEel2.png
 There are dozens of enemies in the game. These are a few of the early directions of eccentric enemies with a wide variety of silhouettes. And not the army guys the game originally had.

There are dozens of enemies in the game. These are a few of the early directions of eccentric enemies with a wide variety of silhouettes. And not the army guys the game originally had.

FightGame

Fight Game Hud UI

-Designed the top and bottom hud ui
-animated and programed all hit effects in hud

-designed shaders for hud ui

-created load in pipeline for hud

-designed timer hud ui

-created timer “flame” particle effect

fightScreenMock-superpower-02a.png
Fight Game Upgrade

-Designed layout and “punk” style

-Created Procedurally Generated CRT monitor shader effect in background.

CoopReward_02.png

Invincible Decks

streetMock00.png
streetMock01.png
streetMock02.png

Pathfinder Quick Card

Technical Combat Cardgame based on the Pathfinder IP. Was responsible for the look and feel.

gameBoard07a.png
gameBoard07b.png
gameBoard07PVE.png

Puzzle Farm

I was a senior UI designer, I was tasked with adding little animations and other quality of life visuals to breathe more life into the established UI.

 UI changes to the Opening Common Level Screen.

UI changes to the Opening Common Level Screen.

UI changes to the Opening Rare Level Screen.
UI changes to the Opening Rare Level Screen.
 Uncommon Stormcloud with random lightning strikes.

Uncommon Stormcloud with random lightning strikes.

 Rare Stormcloud with random lightning strikes.

Rare Stormcloud with random lightning strikes.

outOfMoves_15.png
sadPig_all02.gif
victoryScreen_06.png
2020-10-26-1426-25TWO.gif
 Using C#, engineered a way to add custom, dynamic text on a curve path.

Using C#, engineered a way to add custom, dynamic text on a curve path.

dynamicText_00b.png
2020-09-21-1200-47-sm.gif
 Sprite sheet for the barn door prize opening.

Sprite sheet for the barn door prize opening.

 Shovel Item Animation.

Shovel Item Animation.

User Interface

Animation Throwdown is a mobile card game which involves 5 fox animation television properties. The hardiest part of this project was creating UI that was able to harmoniously bring together 5 shows with radically different art styles, and flawlessly mimic those art styles to a loyal audience of fans.

I wore many hats on this project, animation, character design, background art. But the UI was by far the most fun challenge.

Art assets owned by Kongregate, Fox Entertainment, Fuzzy, Door Productions, Rough Draft Studios, and Bento Box Entertainment.

at_01.png
at_02.png
at_03.png

Mobile Army

Mobile Army is a “Idle Clicker” game, I like to call them spread sheet games because essinsually they are designed around the art of min/maxing. With these games the Job is to make a spread sheet exciting and fun.

Tank Designs by Joe Williamson, https://joecreates.co.uk/

All art assets owned by Kongregate & Modern Times Group MTG

mobileArmy_01.png
mobileArmy_02.png
mobileArmy_03.png
mobileArmy_04.png
mobileArmy_05.png
mobileArmy_06.png

Tina's Crush

Tina’s Crush was a dating simulator staring everyone’s favorite love-fool: Tina Belcher of Bob’s Burgers fame. The game revolved around time management of talking to Crushes, getting Advise from other characters, and Chores. Each activity takes up time slots at the top of the hud. The player must successfully navigate their resources and time to advance the story and find new crushes.

Designed the UI to match the overall look and feel of Bob’s Burgers to pay the proper amount of homage for the fans and creators.

This was a pitch that was ultimately canned and the game was never in production due to outside reasons.

Art assets owned by Kongregate, Fox Entertainment, and Bento Box Entertainment

tinaCrush_01.png
tinaCrush_02.png
tinaCrush_03.png

Realm Grinder

An Idle Clicker with RPG elements. One of the important features of the game are branching story paths and resource balancing. Good vs Neutral vs Evil factions emerge with each reset allowing various strategies of game play.

Can be found in the app store and android store.

Art assets owned by Kongregate and Divine Games

RG_01.png
RG_02.png
prev / next
Back to User Interface
15
Monkey Mayhem
Fight Game Hud UI
5
FightGame
3
Invincible Decks
3
Pathfinder Quick Card
 UI changes to the Opening Common Level Screen.
13
Puzzle Farm
at_01.png
3
Animation Throwdown
mobileArmy_01.png
6
Mobile Army
tinaCrush_01.png
3
Tina's Crush
RG_01.png
2
Realm Grinder

Powered by Squarespace