Friday, March 4, 2011
BROOKLYN BETTY BRANDING
I had a client approach me with an interesting concept for an all female car service in Brooklyn NY. She already had a name, but everything else was up in the air. We talked back and forth about concepts and settled on a vintage pinup theme. With some reference images of both pinups and vintage design I went to work. The end results were in line with the look that I was hoping to achieve.





Tuesday, March 1, 2011
TOGGLE HUD / DRONE VIEW CONCEPT FOR A MILITARY FIRST PERSON SHOOTER
It is becoming an increasingly common tendency for "next gen" games to remove as much UI from the players view during a game as possible. Games like Dead Space, Dead Space 2, the Silent Hill series, and Farcry 2 all manage to play out without any real HUD intrusion. This is a very positive thing for most users most of the time, but it can also become a burden. Disorientation, and confusion can result. A toggle HUD, or a HUD that can be called up when needed then removed again, is a possible solution. This is a "toggle HUD" I dreamed up while at Red Storm Entertainment, and was intended for a present day military shooter. The style took its cues from modern military displays as seen in planes, tanks, and the like.

This second image is another way to remove a lot of persistent information from the HUD freeing more screen space and yielding player immersion. Its a "drone" view, which gives the player a concept of their location and helps with wayfinding within the game space. Neither possible solution should be viewed as persistent, but would instead be called up by the user when they are confused or unsure.
This second image is another way to remove a lot of persistent information from the HUD freeing more screen space and yielding player immersion. Its a "drone" view, which gives the player a concept of their location and helps with wayfinding within the game space. Neither possible solution should be viewed as persistent, but would instead be called up by the user when they are confused or unsure.
Monday, February 28, 2011
33RD ANNUAL WARREN SUSMAN GRADUATE CONFERENCE PRINT COLLATERAL
I was contacted and asked to make 2 pieces (which later became 3 pieces) for The 33rd Annual Warren Susman Graduate Conference at Rutgers University in New York. From the start this project was challenging. They had several pages of information about the conference that they wanted fit onto one 8.5 X 11 piece of paper for their call for papers. We discussed their needs and I was able to cull some of the less important information out to make the task more realistic. The end result of the call for papers is shown below.

After the call for papers, I got to work on a "poster" for the conference that would be posted around Rutgers Campus. They had more limitations for this piece as well. They wanted to work with a size that they could print through their university printers. They settled on 11 X 14. Again They had a lot of information that they wanted to display, 4 pages to be exact. I organized and prioritized the information, and created the piece shown below. Turnaround time for these pieces was very fast, about 1-2 days for each. All photography was taken, and edited by me.
After the call for papers, I got to work on a "poster" for the conference that would be posted around Rutgers Campus. They had more limitations for this piece as well. They wanted to work with a size that they could print through their university printers. They settled on 11 X 14. Again They had a lot of information that they wanted to display, 4 pages to be exact. I organized and prioritized the information, and created the piece shown below. Turnaround time for these pieces was very fast, about 1-2 days for each. All photography was taken, and edited by me.
Tuesday, January 18, 2011
SCI-FI SHOOTER 64 PIXEL ICON SET
This is an icon set I made for a game project while at Red Storm Entertainment. I am not going to go through all the icons meanings, and many are highly abstract simply because the concept they represent is also highly abstract. Some of the Icons also use a visual language that is already established throughout the rest of the game. The concept behind the icons was a clean simple look that referenced a backlight or projection based display system.
Sunday, January 2, 2011
EXAMPLE OF A UI FLOW FROM FPS GAME PROJECT
This is a section from the main menu UI for a video game project I worked on. I made this flow in Adobe Illustrator as a proof of concept and to help clear up some issues/questions with menu functionality. As a team, me and the rest of the UI Department, reviewed this plan, and adjusted it after some user testing into a final flow for the community section of that game. The flow shows with arrows where button clicks will take a user, and the blue bars show what button is active in each frame.Here is a LINK TO A HIGH RES JPG of the final flow for the community section of the game.

Wednesday, December 15, 2010
DUKE MEDICAL POSTER AND MAILER
I did some freelance work through a local design firm located in Durham, called Flywheel. They had some extra work they needed done quickly so they asked for some help. This project took 3 days. After the first day I submitted a draft, and the Duke client came back with some suggestions, and then I made an iteration that looked very similar to this, and they asked for a few final tweaks and this is the end result. Both pieces are off being printed now and I will update with pictured of printed pieces when they are available.
**UPDATED**
The first run came in from printers. One image changed due to a resolution issue. These are the final versions, and will be distributed at Duke Hospital.




**UPDATED**
The first run came in from printers. One image changed due to a resolution issue. These are the final versions, and will be distributed at Duke Hospital.
CAROLINA SOUTHERN REALTY - BUSINESS CARDS
This project is a more recent example of the freelance work I have been doing. I took all the photography and created the cards from scratch with the exception of the Logo, which they wanted to continue using. The cards were made in Illustrator and Indesign CS5 and printed by Vistaprint.com.

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