Saints Row IV is an open world game that continues the story of the Third Street Saints by elevating their status to the highest level - the leaders of the free world. After a catastrophic alien invasion occurs where the aliens trasnport the Saints to a bizarro-Steelport simulation, you must fight to free humanity from alien grandaddy Zinyak's mental grasp by ultiziling gargantuan superpowers. Escape the simulation that's trapped the Saints crew, or die trying.
Designed, implemented, and directed new features and style. Most notably: Quest Log system, Mission Completion Slam-Outs, Side Scroller assets, Character Customization, Weapon Upgrades, HUD elements and messaging, Weapons/Powers radial menu, and Inauguration Station Character Demo.
Completion Screen Motion
In Game Menus
Years after taking Stilwater for their own, the Third Street Saints have evolved from street gang to household brand name. The Saints are kings of Stilwater, but their celebrity status has not gone unnoticed. The Syndicate, a legendary criminal fraternity with pawns in play all over the globe, has turned its eye on the Saints and demands tribute. Refusing to kneel to the Syndicate, you take the fight to a new city, playing out the most outlandish gameplay scenarios ever seen. Strap it on.
I was UI Lead on this project. It was a reboot of the franchise so we created the interface from scratch. In pre-pro the UI team consisted of myself and one other artist. Towards the end of production we ramped up to an 8 person UI team that I helped coordinate. I designed, scripted, and did style for this project.
Mission Fail Screen
Red Faction: Guerrilla is a 3rd person, open-world action shooter set on Mars, 50 years after the events of the original Red Faction. Players assume the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. Throughout their fight for freedom, players carve their own path, wreaking havoc across the vast, open-world environment of Mars, from the desolate mining outpost of Parker to the gleaming EDF capital city of Eos. Utilizing improvised weapons, explosives and re-purposed mining equipment and vehicles, Red Faction: Guerrilla allows players to tear through fully destructible environments in an unforgiving Martian landscape swarming with EDF forces. Red Faction: Guerrilla also features a robust multiplayer component, including several modes focused on destruction-based gameplay.
Red Faction: Guerrilla was my jam! I worked with one other artist to design this interface. We ran with the art direction of "low-tech in the future" and made a gritty, miner-inspired interface.
Take the wheel of NASCAR’s revolutionary new car and drive your way to the NEXTEL Cup championship. As the new rookie driver on the circuit, develop your racing skills to gain licenses and contracts from hungry owners and unlock legendary top performing cars from NASCAR’s biggest stars. Gain new experiences as you race the NASCAR Nextel Cup Series, NASCAR Busch Series, and NASCAR Craftsman Truck Series, then modify your car’s handling to fit your driving style. Share your setups with the gaming community, then challenge the field in live races with up to 15 other drivers.
I was UI lead on this project. I developed style, scripted menus/flows, and worked closely with the design team on all things UI.
Madden '07 is the 17th installment of the Madden franchise. In this version we continued to add features like Hall of Fame and Minicamp. We also integrated the Madden style with the EA Sports Linelook Styleguide.
I worked with a 4 other artists to update the look of Madden. I continued working on the features l implemented in Madden '06 like Play Call and Team Select.
Madden '06 was the first installment of the franchise on the Xbox360/PS3 consoles. Our goal was to design a "next-gen" (at the time) inteface for Madden. We played jazz for a while and did some experiementation until we settled on our "Madden OS" concept.
This project had a quite a bit of pre-pro. I worked closely with the UI Lead to do style experimentation. As we entered produciton I scripted features such as Play Call, Team Select, Main Menu, In-Game Broadcast Graphics (Ticker, PiP, etc.) and various Player Stat screens.