For the last 6 years I’ve been working on Animal Jam, a kid’s game partnered with National Geographic. I started as the UI artist for the game, building the design from the ground up. After the UI was established and our major features were complete I shifted to the marketing department. There I was chosen […]
Eagle Summoner heavily featured detailed 2D cutscenes. I was in charge of creating a good portion of the art, tracking all assets, and keeping them all cohesive visually as other artists contributed.
On Imagination Invaders I helped establish the user interface in the beginning of the project. It, and the other artwork, was further refined by my very talented team.
I contributed heavily to nearly all aspects of the art in HiHi Puffy AmiYumi alongside my lead duties.
Several dozen UI design iterations were drafted up and implemented for this game. Since My Language Coach is nearly all user interface driven, the bulk of the art was created by me. The subsequent sequels in additional languages for the PSP repurposed much of my artwork.
Much of the 2D cutscenes and background tilesets, along with the user interface were done by me. This game was to be a unique experience to the DS version so all assets, including cutscenes, had to be created from scratch.
I reviewed models, animation, and levels daily alongside my UI duties. I also storyboarded cutscenes and built our low poly characters
I was brought on at the end of the project to spruce up the user interface design. The client wasn’t happy with the initial direction so I was asked to rework most of the art.