I'm a Game Designer that loves designing Mechanics, Levels and Interfaces.
Check out some of my work.
October 20, 2013
The Secret Games Company welcomed me into their team to help them create the UI for Rise, a Unity 3D game that utilizes NGUI. I needed to create designs that worked with some of NGUI's features, such as scalable panels using NGUI's sliced sprite feature. They already had a basic UI in the works and needed me to complete it visually.
After our programmer finished implementing the UI screens and functions, they tasked me to work on the UI in Unity, doing things like adding new features, fixing bugs or tweaking the design. It has been a great learning experience to work with the game's code and NGUI, all while learning form our programmer!
I'll be adding more Rise updates as things evolve. In the meantime, here's an in game screenshot of the Shield Customization screen. You can also check out the game at The Secret Game Company's new website
Storybook App Icon
June 23, 2013
A few months ago, I worked with Mirthwerx to create this icon for their new storybook app. Mirthwerx created "A is for App" for parents in the tech industry that wanted to share a bit about their work to their children while reading the book.
The icon communicates that idea by having the ABC letters pop out of a tablet device, but it still keeps the child theme that their book targets. I found making the border of the icon a tablet device really helped bring everything together without it looking cluttered or loosing focus.
Check out their app landing page to get more info!
Mar 26, 2013
This is an inventory UI concept that I based on one of my own games I work part time on. My goal for it visually was to make it have a backpack look to convey the feeling that you are searching for items in your own backpack. The visual theme also sparked ideas for the belt tabs and the zipper scrollbar.
I also decided to make everything that is clickable have traces of gold and teal in their color scheme. This would help give guides for navigation, which combats the issue of a lot of detail potentially being distracting.
I find navigating in inventories with many items gets tedious if you need to scroll down far. A solution I thought for this was to make tabs that the player can select and skip to the next category, instead of scrolling through all the items. For example, the player could have the Consumables tab highlighted and then press down to go to the Ingredients tab. This feature will be more useful when there are more items in one category, making them take up multiple rows.
February 22, 2013
I'm providing services for Game UI Design, Logo Design and App Icon Design. Check out the new services page to see my work in those fields and if you are interested in working with me, please send a message!
RPG Town Logo
January 27, 2013
I worked with Defiance Games to create this awesome logo of their upcoming game, RPG Town.
My role was to create the basic concept and then their amazing artist painted the letters. I then painted the background to finish the logo. Their game also sounds very ambitious and interesting, check out more about it on their site!
Steam Punk Map Screen
December 1, 2012
I created a steam punk style map screen that would work for PC controls. My goal was to make a design that works with 1280x720 to 1920x1080 size screens and use repeating techniques to keep the image size down. My solution was making the smaller screen show all the necessary content and the larger version adds more extra details and spaces things out more. I also wanted to give the UI a hand painted feel, so I often repainted over the main shapes and shadow effects to blend everything.
The player would encounter this screen while on their airship. If they want, they can quick travel to locations using this interface or manually fly there in game. The globe slowly reveals itself by erasing the darker tan unexplored areas as the player progresses through the game.
I also made a fun little painting for Smuggler's Den used in the UI, here's a larger version if interested:
Zombie Social Game UI
November 16, 2012
I designed a UI that would work for a zombie strategy game on social media like Facebook. The game mechanics would be similar to Rebuild 2 and have new features like multiplayer and capturing other player's buildings by controlling small teams of units.
I separated the UI in two main windows, the left shows up whenever you click on a building or enemies and the bottom shows up when you click on a team. This allowed a large amount of specific orders that the player could do. For example when you click on an occupied building, it gives you options to ally or trade or if you clicked on the group of zombies, it would change those options to things like fighting them. You can also easily cycle through your set teams with the left and right buttons.
iPhone RPG Item Shop
November 10, 2012
This is a mock UI for a fantasy RPG style game on the iPhone 5. My goal for this one was to give a convenient way for the player to buy large quantities of supplies with various item choices using the touch controls.
The solution I came up with was to touch on the left red squares to make a slider pop out and then drag it left and right to increase the quantity. The player can also easily scroll through the item list by dragging up and down, and the slider on the right shows the list position. After choosing all the items they wish, tapping on the Buy Items button will buy them all at once.
Click the image for a larger view!
November 5, 2012
I created a science fiction user interface for an ARPG style game. My focus for this one was applying the detailing and shading that I experimented with while recreating the Starcraft 2 and League of Legends UI.
October 31, 2012
I've done an interesting experiment to analyze AAA UIs and how they were made by recreating them from scratch in Photoshop. Most of the techniques used were shapes and layer effects, then a bit of painting and texturing over top. Click on the screenshots for a larger image!
October 24, 2012
I added a page for a game called Rocket Defense in the projects section. The page highlights many UI concepts, 2D vector art with animations and descriptions of my goals and process for the concepts. The game was slated for release on the iPad in a collaboration with Dark Acre.
As a first time developing for iPad, it was an interesting experience working with such different controls and designing a UI that fits it best. Please check out the page and have a look!
March 26, 2012
Lately I had the pleasure to work at Slant Six Games on Resident Evil: Operation Raccoon City in a Design Support position. It was my fist venture in a Triple A environment so it was quite an interesting and exciting experience for me.
In my role, I worked closely with the lead designers and scripters to create level content for the game. My work included pickup placement and balancing in multiplayer, cover volume placement, intel collectable placement in campaign levels, scripting in multiplayer, and testing and giving feedback to the scripters and designers.
One challenge was to balance multiplayer levels to work with all multiplayer modes. This required us to consider the flow that the different game modes have and choose the right place for any health sprays, ammo boxes, anti-viral sprays and grenades in the world.
We wanted to encourage the player to utilize all areas of the level and placing pickups was a great way to achieve that. One mode, Nemesis, is a capture-and-hold type of mode so the players usually focus in that capture area. To balance for this, we moved valuable pickups like health sprays out of that area so they have to leave the capture area defenseless to survive. This allowed the match to go back and forth to give the players more suspense.
Another important part was play testing the level to see how your balance worked out. I played with the dev testers and watched their reaction as the match went on. I also took note of where people camped to easily win and tuned that accordingly. Through that iterative process, we balanced the multiplayer modes.
Overall, working on Resident Evil was a great learning experience and entrance in the triple A industry, something I'm proud to have been a part of.
Making of Tris
July 3, 2011
I've added a flash game called Tris to the project page. I worked on the game with Nick Yonge. In Tris you control a shape changing "Tri" that can be pulled to become fast and streamlined or squished to expand like a parachute and slow down. You have to use this ability to survive and gain more points as you're flying though a randomly generated world.
My largest contribution to the project was creating the random block generator that can range from being difficult to easy while keeping a constant path for the player. My process was first creating a static one to see how complicated it is and then I tuned it to work for the game. After I felt the generator created a playable path, I started to script a moving generator. From there I worked on the visual style and making the speed dynamic with the player's stretching. You can read more about the game and my process making the generator in Tris' Page!
In other news, I have been level designing in a fairly small team for a game called Drumskulls.
Tideturner on VFS Blog
November 28, 2010
Vancouver Film School has featured Tideturner on their daily blog. Our Project Manager, Nick Yonge, answers questions about our development process, the future of Tideturner and what our experience taught us, from creating the game to bringing it to the market. Read it here!
Update: Tideturner has also been featured on Tech Vibes!
November 16, 2010
Since graduation, I wanted to explore deeper into UDK, so I created Mystic Ravine, a new UDK level that is my own take on Myst style adventure games. My goal was to learn more about UDK's other features such as Cascade, Post Process Chains and Material editing. The level features two puzzles and changes from night to day when you venture through a cave.
October 23, 2010
I graduated with honours few days ago and now it's time to switch from a student to an actual game designer. Speaking of switching, TimeSwitch is up on the projects page, which received an award for Best Game Design Document during the award ceremony!
Some other highlights are, Unseen Island being nominated for Best Level and another concept of mine getting nominated for Best Machinima.
Single Player Level
October 19, 2010
I added Unseen Island, another UDK level to the website. This time it is a single player level where you crash land on an island and separate from your ship. You have to make your way back to the ship to repair it and leave.
October 17, 2010
Some great news! Tideturner has been bought by MaxGames.com, a site with a wide selection of free flash games. You can play the new version on their site here.
October 15, 2010
Please check out Lost Haven, my first level to be added to the site. Lost Haven is a death match level made in UDK. My goal while making it was to create a detailed and interesting environment that visually tells its history to the player though the use of props.
The tide is up
October 11, 2010
Tideturner, a flash game created by 4 students, is now on the website.
October 10, 2010
You can now find my resume, a bio and my skills on the about page.
October 9, 2010
Right now, the site is still under construction, but there are some projects up on the projects page, such as our Unity 3D game, Gravitos. Including a download to the game and our design document.
You can also contact me using the form on the contact page.
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