I was a part of the LiveOps team and worked on a variety of live Storm8 games. I was involved with new features, holiday binaries or simple polishing. I started first with Xcode games and eventually moved into supporting Unity games as well. I worked on a variety of features, from a small to large scale, and was responsible for many different aspects of the project timeline such as wireframing, UI design, iconography, mocks, UI animations, binaries, asset creation, implementation, and costing management.
Wireframe. UI Art and Design.
Copyright 2016, Storm8, Inc
MONOPOLY & CLUE are a property of Hasbro, Inc.
Wireframe. UI Art and Design.
Copyright 2016, Storm8, Inc.
MONOPOLY & CLUE are a property of Hasbro, Inc.
Created HUD button for High Roller feature.
Copyright 2015, Storm8, Inc.
MONOPOLY is a property of Hasbro, Inc.
UI Art and Design.
Copyright 2016, Storm8, Inc.
Wireframe. UI Art and Design.
Copyright 2016, Storm8, Inc.
Created a polished, special skin for the Gems Shop dialog. For single Gem purchases and Gem Purchases with a free gift.
UI Art and Design.
Copyright 2016, Storm8, Inc.
I got to spend time working with PBS and Out of the Blue to help make a mobile friendly version of their existing Super Why! games. Soon to be launched, I approached the flash content and created a responsive design that would make the games and website fit appropriately based on whatever mobile device the game/site detects. I also worked alongside with my Creative Director and clients and established an updated, mobile design for 3 of their current games while retaining their original spirit and keeping them kid-friendly.
Everything but basket created by me. Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Created for the upcoming mobile friendly game.
Super Why! is a property of Out of the Blue Enterprises LLC. and PBS Kids.
Collaborated closely with Creative Director on design for TreSensa's Playable Ads. I provided creative solutions to creating new gaming experiences that stayed true to the client's game but stood well on its own. I worked on UI, UX, and also stayed busy in any art production necessary.
UI layout concept for Paradise Bay Playable Ad.
Relied on game's style guide to manipulate existing art or create new ones for playable's final UI.
All provided art and assets a property of King.com Ltd.
UI layout concept for Game of War Playable Ad.
Relied on game's style guide to manipulate existing art or create new ones for playable's final UI.
All provided art and assets a property of Machine Zone.
Early UX storyboard concept for Compass Point Playable Ad.
All provided art and assets a property of Next Games.
UX storyboard concept for Daily Celebrity Crossword Playable Ad.
All provided art and assets a property of PuzzleSocial Inc..
UX storyboard concept for WordBrain Playable Ad.
All provided art and assets a property of MAG Interactive.
UX storyboard concept for Village Life: Love and Babies Playable Ad.
All provided art and assets a property of Playdemic.
Created a promotional ad to pop up on a mobile screen.
All provided art and assets a property of King.com Ltd.
Established the look and feel of the game's UI/UX and animation design. I wanted to go with an elegant but simple look that would compliment and wouldn't compete with the lights and pizzazz of our colorful maps and effects. I was inspired by vintage gold colors and art deco.
Game HUD, Profile Icons, Poker Chip states.
Background Painting by Mari Arakaki. Background Layout by Steve Nosse.
All UI/UX shown here designed by me
All UI/UX shown here designed by me
Designed alerts for when a new in game skill was unlocked.
All UI/UX shown here designed by me
All UI/UX shown here designed by me
Game HUD, HUD Icons, animation design for game effects,
various tile overlays and board obstacles. (As pictured here)
Card tiles by Steve Nosse
Some final (Joker hat, light gold, gem, smoke) and some older versions (dice, dark gold). Theme based off "casino" and "poker".
Wild chip and tile. The six to the right are in-game skills. Each skill, when unlocked, offer a different advantage to gameplay.
Style of UI elements that were reused throughout the game.
Sample of icons used in the game.
From left to right, diamonds visually represent the value of a diamond pack. Only shows in shop.
Created a log that keeps track of in-game story points. Alerts and marker nodes shown to the right of the log are displayed on the hotel main screen.
Happy Tree Friends: Deadeye Derby is a competitive 1-on-1 online game starring Mondo Media's licensed characters . I worked in almost every aspect of the game, from UI/UX, animation, and game assets. I took care to follow the style set by the animated series but wasn't afraid to create fun art that blended well into the HTF world.
UI, foreground art and character animations by me.
Characters belong to Mondo Media. Background Art by Steve Nosse.
Bottom UI designed by me. Main menu for stage-specific cart and universal weapon upgrades.
Character belongs to Mondo Media. Background Art by Steve Nosse.
Bottom UI designed by me. Preview and unlock new upgrades.
Character belongs to Mondo Media. Background Art by Steve Nosse.
All UI but top bar is designed by me.
Character belongs to Mondo Media. Background Art by Steve Nosse.
All UI but top bar is designed by me.
Character belongs to Mondo Media. Background Art by Steve Nosse.
All UI designed by me.
Characters belong to Mondo Media.
All UI designed by me.
Characters belong to Mondo Media. Background Art by Steve Nosse.
GUD designed by me.
Characters belong to Mondo Media. Background Art by Steve Nosse.
Created three, unlockable player carts that were in style to the game's existing carts. Carts were designed in three parts (Body, Engine, Tires) that could be swapped out with other parts from other vehicles.
Designed a new vehicle that fits with the stage and personality of the game's final boss. I designed the tank's assets for the boss' animation sequence.
Planned the animation and flow behind the final boss fight. Designed assets for the boss' animation sequence.
An alert sent out to players who redeem event prizes.
Character belongs to Mondo Media.
Rabid Rascals was an earlier competitive 1-on-1 online game, similar to Deadeye Derby but with some differences in the way you leveled your character. The game was inspired by the slapstick comedy of earlier American cartoons. I worked in almost every aspect of the game, from UI/UX, animation, creating the bunnies and game assets.
UI & characters by me
Background by Steve Nosse
Character & UI by me
Background by Steve Nosse
UI & character by me
Background by Steve Nosse
UI & character by me
Background by Steve Nosse
Warblock is an unreleased Puzzle & RPG. The puzzle pieces were class specific skills/spells that could be activated for an extra attack in a battle. A skill could be activated for use by making matches and combos with its specific class gem. Many of the art, especially the UI are concepts but were close to their final version.
Concept UI by me. Screen to select your party.
Character by Ashley Tahilan
Concept UI & game art by me.
Character by Ashley Tahilan
Concept UI & game art by me.
Character by Ashley Tahilan
Concept UI & game art by me.
Character by Ashley Tahilan
Concept UI & game art by me.
Characters and Monsters by Ashley Tahilan
Top: Each color icon represented a class. Class gems are matched to make a move in battle.
Bottom: Status effects (Poisoned, Entwined, Cursed, Frozen)
Above the puzzle pieces were class specific skills/spells that could be activated for an extra attack in a battle. A skill could be activated for use by making multiple moves with its specific class gem.
A few iterations of the potions, skill points counter, and locks.
From left to right, least to best rewards. (Gear, armor, xp, gold)
A fast paced, flow puzzle based on poker hands. Players are matched with each other in a 1 on 1 match and try to beat each other's scores by making the best poker hand combos.
All art by me.
All art by me.
All art by me.
All art but chip currency by me.
Topbar UI and game layout by me.
Topbar UI and game layout by me.
Designed a screen to explain each power-up's ability.
Designed a screen for a player to select power-ups pregame.
PlayThis! was a brand for a series of simple games that starred a different game mode.
Designed an energy bar using the game's mascot.
Main hub for current game rounds and energy system.
Designed phone app icon & mascot.
Designed & adapted logo to the PlayThis! branding & created a mascot.
All UI and assets by me. First version of WordThis!
All UI and assets by me. Second version of WordThis!
All UI and assets by me.
Created small ads
Wallstreet Game was a Facebook social game that combined casual gaming and real-time stock trading.