This is a UI style design for an iPad Tower Defense game based on art from "How To Train Your Dragon." I received a text draft listing the needed UI bits, and this is what I came up with from initial wireframe to final vector.
For this assignment I was asked to create a tiki themed storefront for a Facebook social game based on the six supplied character icons.
Click HERE to see the animated version in Flash with a neat open/close transition & sound effects.
3d UI Styles
I spent years as a 3d artist & animator prior to my specialization in UI/UX art & design. Sometimes I use the 3d skills I gained to create unique interface styles for projects I work on.
For Crystal Lake (a Facebook social game) I was responsible for all art & animation from the UI to the characters & environment. We were a 4 man team competing with Zynga's fast-follow empire, so I learned a lot about economy in art & design.
The goal was to develop an art process that could be created quickly while still looking polished. Scribblenauts was a big inspiration for this style - a sketchy vector look with segment animation drawn in a unified palette of bold colors.
For Dinotopia I developed a 3d rendered UI style based on James Gurney's Dinotopia art and illustrations. When he saw the design he said it looked like something he might have come up with himself. Mission accomplished!
At Zynga I worked on a Facebook social game called CoasterVille. The UI style was already developed by the time I joined the team, so I matched the look & feel of the artwork created before me with everything I designed.
We had great UI tools that allowed our design team to actually assemble UI modules ourselves while minimizing mundane & tedious interface code.
My work at Zynga ranged from small bugfixes on shared UI modules to drafting wireframes and final UI art for entirely new features such as the Achievements Dialog and Starter Pack UI.
Facebook Game UIs
The first image here is a UI reskin for Hangout Industries Superstar City, a social game on Facebook. Male avatars were recently added to the game (and we already had a female user base) so I was asked to rework the look of the UI with a more polished design and colors that might appeal to males.
The Ghost Recon & Just Dance UI designs were preproduction visuals used in license negotiations & franchise bids in attempt to secure the rights to make Facebook versions of these hits. For this work I was asked to slice & dice a combination of existing art as well as my own to hack together a simulation of what these games might look like on Facebook for the presentation.
"Fish Don't Fly" was a fully animated pitch I created for an arcade social game on Facebook including a basic Facebook canvas page UI, style design, and an animated gameplay mockup.
iPhone Game UI
For this assignment I was supplied a basic wireframe & background art with specs to quickly create a retina iPhone design with reusable UI pieces. The supplied background is blurred out - everything else is original.
After I left Sony I took a few months off to make Flash games with my favorite programmer pals. It was a great experience to co-create these small projects from beginning to end. I created all the art, menu graphics, and music/audio. Z.DRUM is a very simple project, but I coded that in AS3 myself. This was a fun way to get paid to learn ActionScript!
We had to move fast and stay on budget since these were sponsored games making just $2k-$7.5k each.
Scamperghost was my favorite project... King.com actually made a lesser clone of the game: Pac-Avoid!
I suspect NAMCO saw the game, too, because I was in talks to work with them at one point and various features from Scamperghost ended up in Pac-Man CE! (Sleeping ghosts & slow-mo effects, etc.) If NAMCO was inspired a little by Scamperghost that's pretty cool because we were obviously inspired by their game first. =)