In Crypto Unicorns, I was asked to build a classic social/mobile UI largely from scratch, as the design direction wasn’t ready in time for the first UI milestone. I chose some subtle blue theming with soft shapes to compliment the bright and squishy
 This was a match-three art test done for King. They asked for a full game screen in addition to the UI, so I spent quite a while on the game pieces, character, and background. The left interface panel is intended to be reminiscent of a cutting board
 Concept for a mobile game UI based on the natural world and little elemental sprites. This one was built in an afternoon - the aim was a simple set of panels that reflected the natural world without being too overbearing or detailed.  Characters by
 A mobile game UI mockup for a Marvel heroes concept. This particular screen was to allow the user to optimize their loadout before embarking on a mission, so there’s a lot crammed in to the space. I do think the upper text box and the ‘readiness bar
 Hero selection screen for ‘Fastball Special’ a physics/destruction game featuring Marvel heroes. This screen shows team information after assembling a roster of related heroes.  Character art by Sara Talmadge, Todd Pickens, and Matt Doering
 Hero information screen for ‘Fastball Special’, a physics-based tower destruction game. I’m especially happy with the text panels on this one - I think they compliment the character art quite well.  Character art by Sara Talmadge, Todd Pickens, and
 This was a match-three pitch with a fantasy dungeon theme. I aimed for something tactile and a little heavy, with the intent that you could really get some motion and animation out of the chained tiles and HP bar.   Character and environment art by
 Rockyou wanted an update to the look and feel of Solitaire Arena 3. I rearranged the layout a bit to help compartmentalize things a bit more, and created all-new art to make it feel more fresh. I still like how the multi-layered felt turned out here
 Another studio at Disney was looking for some UI help on Star Wars Commander - I was brought in to do a few concepts. This screen shows the recruiting options for different units - the idea with this was to look a bit like a mechanical HUD - element
 Another Star Wars UI, with similar intent to the previous - I wanted it to feel tactile, and for the panels to be elements that could move in and out of the screen as needed. This one was intended to appear as if you were making decisions from the c
 This is the home screen for Disney’s City Girl (later City Girl, after the project was sold to Rockyou). As a social game with Sims-like elements, I needed to incorporate needs and moods along with the usual friends bar. I wasn’t expecting the team
 An important element of City Girl was the ability to move and upgrade the apartment. We wanted to create the hint of a bit more going on than there was, so added a map and some extra info to the browser to make it look a bit more like a real estate
 Our studio was asked to help out with an update to the Incredible Machine, and this is the main menu that I came up with for it. I wanted to lean into the off-kilter contraptions and planning elements, hence the lopsided buttons and blackboard backg
 Social City was the first UI I was involved in from start to finish, and while there’s a lot I’d change nowadays, I’m still quite proud of it. Beige rounded rectangles were a specific request from the creative director - we eventually planned out an
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