Hood: Outlaws & Legends
Hood: Outlaws & Legends is a 3rd person multiplayer game developed by Sumo Newcastle and published by Focus Home Interactive. It is scheduled to be released in 2021.
As the Senior UX Designer at Sumo Newcastle, I was responsible for:
- Making flowcharts and wireframes and documenting the UI/UX design for artists and programmers
- Planning and setting goals for the UI team
- Reviewing UI/UX with the Creative Director and gameplay team
- Helping implement the UI in Unreal Engine
UI art by Phil Nixon
EVE: Valkyrie Warzone
EVE: Valkyrie Warzone was developed by CCP Games and released on Oculus VR, Playstation VR, HTC Vive and Steam
As UI designer at CCP Newcastle, I was responsible for:
- Making sure the VR UI from the launch game was usable on non-VR displays
- A new layout for UI elements in all ship cockpits that would work on VR and non-VR displays
- A new Ship Select screen
- A new Modification unlock screen
- Overhauling the Hangar to incorporate the new ships
- Updating existing menus to incorporate the new content for Warzone
- Making flowcharts and wireframes and documenting the UI design for artists and programmers
- Helping implement the UI in Unreal Engine
UI art by Phil Nixon and Claire Moncrieff
I did not work on the original EVE: Valkyrie, only the Warzone expansion
Landfall
Landfall was developed by Force Field and released on Oculus VR
As UI designer at Force Field, I was responsible for:
- All UI designs for all menus and in-game UI elements
- Making flowcharts and wireframes and documenting the UI design for artists and programmers
- Creating and implementing UI widgets in Unreal Engine and coordinating with programmers to hook these elements up to gameplay
- Coordinating with the art director and UI artist on the visual design of the UI
Most UI art in Landfall by Douglas Tarasconi and Peter van der Kuijt
HALO: Spartan Strike
HALO: Spartan Strike was developed by Vanguard Games (now Force Field) and released on Steam, Windows 10, Windows Phone and iOS
As UI designer at Vanguard Games, I was responsible for:
- All UI designs for all menus and in-game UI elements
- Making flowcharts and wireframes and documenting the UI design for artists and programmers
- Coordinating with the art director and UI artist to create the visual design of the UI
- Creating mockups and producing art assets
- Some animation work in Adobe Flash
Some UI assets in the game were provided by 343 Industries and Bungie
Other work
Terraria
I worked on the iOS and Android version of Terraria at Codeglue.
As game designer and UI designer I was responsible for translating the gameplay mechanics and interface from the original PC version to touchscreen (and varying phone sizes) on iOS and Android.
Hydrotilt
At Codeglue, I worked on a puzzle game called Hydrotilt for iOS. In Hydrotilt, players control a drop of water by tilting their phone. The player solves puzzles by making the water drop change between liquid, gaseous and frozen states.
I was responsible for multiple parts of the game: game design, puzzle design, 2D and 3D art and the UI design.
Rocket Riot
While at Codeglue, I worked on several versions of our retro-arcade twin-stick shoot 'em up Rocket Riot: the original XBLA version, the Windows Phone version, the iOS version and the Windows 8 version, which became the Steam version).
I was responsible for game and UI design on all versions but the XBLA version. I was responsible for creating levels, characters, the story and the 2D cutscenes in all versions.