Need For Speed (2015)
Need For Speed 2015 - Editor | Need For Speed 2015 - Layer Editor | Need For Speed 2015 - Layer Editor |
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Need For Speed 2015 - Color Picker | Need For Speed 2015 - Content Select |
I acted as the UI design lead for the wrap editor portion of Ghost Games 2015 Need for Speed installment. As a member of a small team at Visceral, I was responsible for translating the existing UI design guidelines to create an accessible, highly interactive interface to empower players to customize their in game vehicles with creative paint jobs and decals.
The elements we created included a non-modal editing and placement screen, content selection panel, content layering system, color picker for tinting wrap content, as well as save and load screens for wrap selection.
The wrap editor along with the customization system in general has proved to be a major point of praise this newest franchise installment.
Battlefield: Hardline
Battlefield Hardline - End of Round | Battlefield Hardline - Deploy | Battlefield Hardline - HUD |
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Battlefield Hardline - Front End |
My primary UI role on Battlefield Hardline centered around rethinking the HUD to better fit the theme and audience we were targetting. Almost every HUD element required rethinking along with creation of new HUD created specifically for Hardline.
I also created the Hardline specific multiplayer end of round outcome screen, developed the process for and supervised creation of overhead maps for the single and multiplayer portions of the game, along with various wireframing, mockup, design and development around the UI.
Dead Space 3
Dead Space 3 - SKIFF | Dead Space 3 - Motion Comic 1 | Dead Space 3 - Motion Comic 2 |
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Dead Space 3 - Motion Comic 3 | Dead Space 3 - Motion Comic 4 | Dead Space 3 - Motion Comic 5 |
Dead Space 3 - Motion Comic 6 |
For Dead Space 3, I collaborated with Artist Christopher Shy to create an animated graphic novel that would serve as the announcement trailer for the game.
I assised the tech art team creating pre-rendered rail ride videos for the transportation system in the game. These would act as a way to mask loading and make the transition between areas appear to be seamless, however technical limitations within the engine necessitated these being captured in layers and composited together.