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.
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.
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.
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.
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.
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.
-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
-Designed layout and “punk” style
-Created Procedurally Generated CRT monitor shader effect in background.
Technical Combat Cardgame based on the Pathfinder IP. Was responsible for the look and feel.
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.
Uncommon Stormcloud with random lightning strikes.
Rare Stormcloud with random lightning strikes.
Using C#, engineered a way to add custom, dynamic text on a curve path.
Sprite sheet for the barn door prize opening.
Shovel Item Animation.
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.
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
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
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