I have been the Lead on the UI development of projects, ensuring the UI Art and UX Design remain on track throughout the project to completion. My high-level tasks in this position are working with gameplay designers in constructing screens that complement gameplay, working with engineers in creation of the UI tools and screen construction and managing with UI artist and UX designers in the creation of the games UI. It is my desire to continue leading up UI teams in creating fun and engaging user interfaces, that push the medium forward in usability and aesthetics.
Recent Projects
Games created at Phoenix Labs as the Lead UI Artist.
Games created at Toys for Bob as the (Lead) Senior UI Artist, UX Designer, responsible for the oversight of the look and feel and menu flow from conception to completion, working with a small team of engineers, UI artist and UX designers.
Past projects
I have been fortunate to work at amazing game studios throughout my career. Below are some examples of my work from those companies.
I started out my career in the gaming industry as a general artist primarily focusing on modeling and animations before transitioning to UI. Moving to UI allowed me to work more closely with game designers and engineers, focusing on enhancing player usability and game play. Looking back, it was one of the best careers moves. Here are some insights into my thoughts on UI art and UX design:
Framing the Game
The art style of the UI is like finding a good frame for a painting. Some works of art call for large lavish golden trim while others require a minimal approach. The goal is to identify what type of game you are working on and design the art accordingly.
Unnoticed is Good
You know you have a good UX for a game when it works so well that it goes unnoticed. That does not mean it is small or non – existent but balanced enough (visually) to inform the player on the information most needed at any moment, guiding the player through the gaming experience.
What’s in a name?
Why Foxrocket for a website name? I wanted a “FUN” name that was easy to remember.
I have used this tool on several projects over the years. Most recently on the Spyro and Crash 4 titles. It has a very robust UI tool. I worked with and engineer at Toys for Bob to add a VFX layer to the UI tool that added a whole new level of WIZ BANG to the UI. It is a great engine and I look forward to using it in the future.
Photoshop is the one tool that I have used on every project developed in my entire career. It is the tool that I am most confident in using and cannot imagine developing art for games without it.
Started my career using 3D Studio max as a modeler/animator. As I transitioned to UI development, I continued using it for the creation and animation of icons and UI elements. It has been a great tool and I am thankful that the studios that I have worked at with over the years have accommodated me with a version of 3D Studio max.
I have used many tools and engines (commercial and proprietary) over my years of game development, all with varying degrees of mastery. The real skill is being willing and adaptable enough to learn new tools and technology needed for each new project, which has been the only constant in game development.