Advanced User Experience/User Interface Artist
Schell Games LLC
Served multiple roles within the company related to the aesthetic and design development for internal projects, client projects, and business development.
'Claymore' VR (User Interface Artist, User Experience Designer) - Conceptualized and built various player facing features for our original IP VR title. Primary responsibilities included proposing functionality and iteration through wireframes and storyboards, prototyping simple proof of concepts for user testing, and spearheading development efforts to bring features to a high level of polish.
Unannounced Themepark Attraction (UX Designer, UI Artist) - Served as the point designer for guest facing interfaces incorporated in a confidential client project. Offered wireframes, flowcharts, animatics, and concept art to test various interfaces to work in parallel with the primary attraction as well as spearheading efforts to create more robust processes to test user populations and generate actionable data and feedback.
DanceStars (Art Director, UX Designer) - In partnership with the Google ATAP program, worked on a small team focused on building meaningful and engaging AR experiences on mobile phones. Served and Art Director and the lead UI/UX Designer for prototypes and a proof of concept demo for a rhythm dance movement game.
Star Wars: Jedi Challenges (UX Design, UI Artist) - Worked in conjunction with Disney, Lenovo, and ILM to build an AR lightsaber dueling minigame using the proprietary Mirage headset peripheral. Worked in a research and exploratory capacity to build prototypes and functionality for testing with users. Taking lessons into production, we built a complete suite of features for player messaging to engage them intuitively with the combat experience.
WildSide (UI Artist, UX Designer) - Developed a mobile application for both iOS and Android to serve as a companion guide and rich content platform for the Pittsburgh Zoo and PPG Aquarium. Primary responsibilities included UI/UX development, illustration, and graphic design for mobile devices. Also took on roles for design and pipeline development with the Xamarin development tool and Cocos Sharp.
WaterBears VR (UX Design, UI Artist) - Designed and developed user facing features for our VR spatial puzzle title. Responsibilities included iterative design and development of the level selection sequence of the experience and the player interface for accessing and using puzzle pieces.
I Expect You To Die VR (UI Artist) - Served as a texture artist and 3D modeler on an internal project for Virtual Reality platforms. Focused primarily on key assets and components related to game puzzle design and iterative development of the User Experience for our first time users.
Kickstarter (Developer) - Developed a successful crowdfunding campaign for the Kickstarter platform to fund an internal project for Schell Games. Tasked with research, project estimation, Kickstarter community outreach, and visual development to run the campaign.
Orion Trail (Art Director) - Successfully Kickstarted internal project that combined the Oregon Trail game concept with a comedy, space adventure theme. Collaborated closely with a small team to develop the User Interface, User Experience, and illustrated assets of the game.
S.E.C.R.E.T. Experience (Art Director) - Over the course of several phases, oversaw the development for a unique located based entertainment experience for the Children's Museum of Houston. Combined physical props, printed materials, digital interfaces, and other technology to develop a Spy-Fy genre scavenger hunt and puzzle adventure in which guests took on the role of agents working undercover within the museum.
Game Sprout (Art Advisor, Game Artist)- Operated in a hybrid capacity as a community manager and concept artist to collaborate with members on the cooperative game development platform developed by Schell Games. Was tasked with critiquing work on game design and conceptual development pieces while participating and helping individual users and teams solidify their creative vision for game development.
Enemy Mind (Art Director)- Collaborated on a small team to quickly conceptualize and develop an internal IP project as part of a new experimental company initiative. Served as Art Director, Lead Artist, and UI Developer to create a retro-esque space shooter game for PC.
Daniel Tiger's Neighborhood Web Minigames and Game Portal (Game Artist)- Conceptualized and created the visual assets and user interfaces for web games related to the Fred Roger's Company cartoon show Daniel Tiger. Worked closely with client creative services to ensure all content was cohesive with the television production's artistic direction and guidelines.