Contents

Designs

No. 10.02

Modal windows are message windows that prevent further interaction until the message is acknowledged. This previsualization shows how letting the window follow head movement with a short time delay feels more responsive than a static window fixed to the point of view.

No. 09.04

UX and UI designs of an online dashboard for Caparoom, a consumer facing social commerce service in which users share reviews. The dashboard enables resellers to cross reference sales data against page impressions and fact check user reviews.

No. 10.01

The brief for Planet of the Apes Last Frontier was to give it a retro Western style. Two weights of Clarendon Serial were chosen at contrasting sizes and an eroded texture over a coloured monochrome background gave a retro feel to the design.

No. 08.01

Concepts and designs of UI menus for space exploration title Elite Dangerous. The menus are in front of a sun star with small silhouetted ships passing slowly across the star in the distance. Ironically the UX and menus were finished before the UI was designed.

No. 10.01

This previsualization of the options menu shows how the style of the main menu can be applied to sliders and toggle buttons. The UX is modelled on Battlefield One to which visual enhancements including support for textures and transparency were made.

No. 10.01

Multiplayer quick time events for Planet of the Apes Last Frontier requires players to press a button within a time limit. When a player presses in time the player's colour is flashed on the screen as part of a circle. If all players succeed the circle is completed.

No. 05.03

Design, animation and previsualization of button prompts and glyphs for Harry Potter Deathly Hallows. Prompts are text messages and glyphs are button shapes inserted amongst blocks of text. This previsualization shows designs for each hardware platform

No. 10.02

This previsualization of the pause menu for Crisis on the Planet of the Apes dims the environment before floating the menu in a cylinder pivoted around the player. It is designed so that menu items can easily be added and removed by the game designer.

No. 10.01

Single player quick time events for Planet of the Apes Last Frontier require the player to "button mash" the designated button as fast as they can within the time limit, If the player is successful the progress bar completes a full circle and triggers an animation.

No. 10.01

This previsualization uses the definitive graphic style from the original series of Planet of the Apes and feels consistent with the franchise. This direction was dropped in favor of a new style with a Western feeling.

No. 10.01

Previsualization of narrative choices for Planet of the Apes Last Frontier in multiplayer. In multiplayer mode choices are not time limited so the game must stop and wait for all players to choose. In this video the decision is split and a tiebreak is triggered.

No. 04.01

In-game video capture of progressive damage animations I was asked to design and build for the frontend menus in Burnout Dominator. As the player progresses through the game the menus gradually disintegrate in four stages, one of which is shown here.

No. 10.02

Previsualization of the main menu for Crisis on the Planet of the Apes. The brief was "dreamscape" and the menus use simian symbols and a simian hand drawn font in a firelit cave. The player plays as an ape in VR so the UI had to be suitable for clumsy ape hands.

No. 10.01

Planet of the Apes Last Frontier is a Western with human and ape storylines. In this previsualization the menus are overlaid over a monochrome close up of horse riders in slow motion. The rider is cropped out so it is never clear if they are human or ape.

No. 05.02

Video showing a hundred player avatars designed for a free to play first person shooter developed in Germany. The designs are created on a four pixel grid so they can be reduced in size by to up to 25% without any loss in quality.

No. 05.02

Previsualization of the UI and UX for the frontend of Parabellum, a first person shooter from Germany that the developer wanted to turn into an MMORPG. The UI is a very early example of a responsive layout that adapts to multiple screen resolutions.

No. 10.01

This previsualization was used as a visual guide for the cut scene director. An approximate render was imported from the game engine into After Effects and the credits were added in pseudo 3D to show how they are placed and appear in game.

No. 10.02

This previsualization of the settings menus is set in the same firelit cave as the main menu and shows how the simian style can be applied to buttons and sliders. The UX design was simplified so that every interaction could be accomplished by one of two button designs.

No. 10.01

Previsualization of narrative choices for Planet of the Apes Last Frontier in single player. The choices are time limited and as time counts down the horizontal rules dividing the text reduce in width until they reach zero at which point the highlighted choice is shown.

No. 04.02

Concepts, designs and illustrations for a Mr Potato Head Family themed UI for Boggle, Connect 4, Sorry, Sorry Sliders, Battleships and Yahtzee. In the concept the characters are animated and players can taunt their opponents.

No. 06

UI and UX designs for Nexusmon—working title for a strategy game similar to Pokemon. Characters had chemical element based abilities which are shown in the UI and the game also had to fit in with another existing style guide.

No. 04.02

Concepts and previsualizations of bonus pawns for Sorry Sliders, one of the board games in Hasbro Family Game Night. When the player receives a random bonus pawn they gain the special ability shown by the pawn in the UI.

Legend

Burnout Dominator

Caparoom

Crisis on the Planet of the Apes

Elite Dangerous

Harry Potter Deathly Hallows

Hasbro Family Game Night

Nexusmon

Parabellum

Planet of the Apes Last Frontier