
Bioshock Infinite
As the Lead User Experience Designer, it was my job to build and lead the UX/UI team to shipping a 95 Metacritic Game. My involvement went far beyond simply putting UI in the game.

Bioshock Infinite
Not all games have the honor of seeing a 95 Metacritic.com Rating. That's a pretty powerful statement about the work itself. Not everyone loved it, but those that did - LOVED IT!

Bioshock Infinite
We've won many of the industries highest accolades, 80 or so before our product even hit the shelves. This speaks to both the industry and the fans love of our work.

Bioshock Infinite
My work and its direct influence can be seen across the entire product spectrum ranging from the packaged good itself to the secondary products that come from the Bioshock Brand.

Bioshock Infinite
The shapes, colors and forms that I established for the game interface have continued to influence the visual presentation of the user experience both on and off the console.

Bioshock Infinite
There have been so many articles and magazine covers that we started hanging them up because it was amazing to see. I also had direct involvement in the design and development of several cover images.

Bioshock Infinite
My involvement in the Bioshock brand is far more than just pushing pixels. I've been a part of the teams that have designed and built secondary products that bear the brand as well.

Bioshock Infinite
The announcement of a game can be as critical as the release of a game, events like this require design and art direction. I did both for this high-profile New York Announcement event.

bioshockinfinite.com
In addition to the game interface I also provided UX/UI direction and support to the teams responsible for our Primary Launch Site as well as Versions 1 & 2 of BioshockInfinite.com

BioshockInfinite.com
In addition to the game interface I also provided UX/UI direction and support to the teams responsible for our Primary Launch Site as well as Versions 1 & 2 of BioshockInfinite.com


Industrial Revolution
Building and launching a Flash based micro game for a AAA level game is a tall order. It needs UX/UI/Branding/Creative and Art Direction. I really enjoyed being a part of this project.

Industrial Revolution
Defining user flows, user tasking and user feedback through elegantly crafted visuals ensure that the end result is both enjoyed and playable by a wide demographic across the web.

Industrial Revolution
As a part of the team that crafted and launched Industrial Revolution, I was able to start the logo concept process that resulted in the finished logo.

Bioshock Infinite
Fan services and fan strategy is an important part of game development. Giving them things to hold onto while we finish the game can go along way to keeping them engaged in the brand.

Bioshock Infinite
All of this and I've not shown the game UX/UI yet. My work tends to reach far beyond the game, ensuring that the users are always engaged in a consistent brand experience.

Bioshock Infinite
A fully immersive 3D main menu - one of the things I am most proud about on this title. It takes the user from outside the experience, directly into the game.

Bioshock Infinite
Stills of each of the main menu screens as you move throughout the game configuration and start process. The experience was driven via a camera on rails system that was custom built for this menu experience.

Bioshock Infinite
Settings screens and in-game screens - the vending machines

Bioshock Infinite
More in game screens - HUDs, pause menu, gear pick up screens and more vending machine screens.



















