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

Check out the first hour of EVE: Valkyrie - Warzone™ a first-person spaceship shooter for PC and PlayStation 4 that puts you in the cockpit for fast, fun and intense multiplayer space combat.


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

Take on the role of commander and lead your soldiers in a fight for control of Earth's scarce resources following a massive flood. This immersive tactical action game takes advantage of the "diorama" effect made possible in VR, placing you just above the battle with a panoramic third-person view.


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

Halo: Spartan Strike makes you a Spartan supersoldier battling evil forces in a touch-based top-down shooter on Windows 8/8.1, Windows Phone 8/8.1, Steam, iPhone, and iPad. Delve into 30 challenging missions through cities and jungles using a devastating arsenal of weapons, abilities and vehicles including the iconic Warthog against the Covenant and Promethean enemies.


Other work

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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.

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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.

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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.