Front end web developer/designer responsible for interpreting written plan or client-approved design sketches of a few sample pages into a full website; evolving design to accommodate flow/journey and creating UI/UX throughout with consistency and clarity. Typical projects are team collaborations, with goals per individual. Position puts emphasis on anticipating client needs and providing quick, creative solutions with the end-user in mind.
Freelance company focusing primarily on UI/UX for websites, 3D motion graphics (storyboarding, modeling and animating,) and corporate identities. Managed all aspects of owning a design business: running client-facing meetings, creating and adhering to schedule, production, naming conventions, back-ups, securing client information as well as basic SEO and coding best practices.
Lilly Looking Through is an animated 2D adventure game. Responsibilities included UI/UX, programming, level assembly and cinematography, all particle effects, and prop animation. Agile environment working with remote programmer. Successfully funded on Kickstarter and shipped. Full boxed edition was produced for Germany, and Lilly was adopted as part of the Valve Greenlight program; available on Steam, Mac App Store, GOG.com and as part of a Humble Bundle.
Built audio-clip driven presentation system with ActionScript; featuring a passcode-based progress system, UI/UX, a memory game, a dynamically-generated punctuation game, and more. Wrote and illustrated a plot for four presentations wherein the player takes on the role of a stranded space pilot who must work with a damaged AI that will only send a grammatically-correct distress signal.
Best Adventure/Role Playing Game and Best Art Design
Game Demo Contest
Polygon, GeekDad, Indie Game Magazine, Rock Paper Shotgun
Best Turret Story
Valve Software Portal 2
The National: Exile/Vilify
Music Video Contest
A cancelled marketing attempt to reposition turrets as unlikely party favors results in a unique turret on patrol. Modeled, rigged, and animated in Maya and assembled in AfterEffects in a three week sprint.
printer-optimized version currently in development