Invincible: The Hero-Building Game is based on the animated adaptation of the beloved IP. I was responsible for ensuring that the illustrations matched the style and spirit of the show. I also did all of the graphic design for the board game components.

Dune: Imperium is a strategy board game based on the recent film adapted to a video game. As a strong influence on the original board game I used my experiences with the IP to help build a solid digital adaptation.

Before spending time creating any 3D art assets, I spent a good amount of time exploring different layouts for the game world and UI to get a sense for how all of these elements fit together.

Interactive prototype

The video below was made to quickly test the playmat layout, set up the camera angle, and get a feel for different approaches to the UX. I made this scene in Unity using sprite renders, UGUI, event triggers, and a little bit of C#. Blocking the scene out with simple lo-fi graphics in Unity helps tremendously when setting up the final environment assets and hi-fi UI.

My most direct contribution on Everdell Digital was the 3D environment art. The card illustrations in Everdell are beautifully painted in a impressionistic art style that is full of energy and color. My goal was to achieve that same look in the 3D assets so all of the assets were hand painted while closely referencing the Andrew Bosley’s art style.

I provided early concept art and design to develop the look and feel for the digital version of the board game, Root. I created 3D and 2D game assets, animated game sequences, and collaborated with the design department to deliver one of the highest quality digital board games released. The game was released on several platforms and I have acted as art director on the numerous DLC expansions that have been added over the years.

My primary effort on the UI for Eternal Card Game was to support new feature development while refreshing and modernizing layouts and the treatment of graphic elements. The overarching goal throughout these updates was to let the UI art elements take a back seat to let more important elements take the front such as badges, avatars, rewards, etc. In the updated screens, frames were removed, important elements where emphasized, and information layouts simplified.

Before

After

Key UI screens such as the Draft game mode buy-in menu were over cluttered with UI embellishments and constrained layouts. In my updated version of this screen I’ve removed unnecessary graphic elements to allow room for the animated key-art to shine. Previously the layout was broken out into smaller chunks to allow plenty of breathing room on the screen to allow the eye to rest.

Before

After

In an earlier iteration, cosmetic customization features were scattered throughout disparate areas of the front-end making it difficult for users to customize their experience thus deterring them to invest in cosmetic items. With the deck customization feature we were able to consolidate avatar, card back, totem, and deck image selection screens into a single screen.

Before

After

Larme is a side-scrolling puzzle platformer in which players uncover the mystery behind the disappearance of their parents using goggles that peer into alternate timelines.

Paintings