In my time working with EA / EA BIG / EA SPORTS, I started with GoldenEye: Rogue Agent for the DS and ended with MMA on XBOX 360/PS3 shipping more than 15 AAA Games. In between those titles I contributed to every major title that EA SPORTS - Tiburon Studio shipped from the beginning of 2005 through the end of 2010 including re-branding the studio itself.

UX/UI Design / Font Design / Brand Development / Concept Artist / Marketing and Creative Direction

 
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EA SPORTS MMA

UX / UI Lead - Owned front end and in game UI experience end to end. Pushed for 3D UI and beat flash into submission as an authoring platform in partnership with tech teams.

Also owned web launch and fan site visual direction and UX oversite.

UX/UI / Interaction Design / Marketing Support / New IP innovation

 
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NASCAR KART RACING

I was brought onto this project while it was getting a bit dicey. Bringing together the UI and Game teams to refocus the vision for the front end and in game experience is how we ended up delivering a really fun Wii title.

UX Design / Relationship Development / Team Alignment

 
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HENRY HATSWORTH

I was asked by the game team to create the fonts for the game, as well as provide some guidance on overall in game UI. This was a short but really fun DS project.

Fontography / UI Design

 
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TIGER WOODS PGA Tour 09

I provided guidance to the core UI Team through out the process for in game feedback elements, Iconography and high level UI concept. Additionally defining content development pipelines.

UI Design / Interaction Design / Iconography / Tool Design

 
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NASCAR 09

I designed the iconography throughout the game as well as designing the Paint Booth and Career Mode Interfaces (First swing into Pseudo-3D UI)

This was the project that really pushed my want to craft true 3D UI Experiences.

UI Design / Interaction Design / Iconography

 
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NCAA FOOTBALL 09

NCAA was lead by Jordan Pitts on the UI front. I played an IC support roll with iconography, layout and asset generation to support the UI team throughout development

UI Support / Iconography / Fontography

 
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HEAD COACH 09

I led the interface team under the awesome art direction of Tim Spangler to push this title into the world. I owned both the primary UI and in-game UI, iconography, motion design etc.

This included first boot through to credits screens. It was also the game that seemed to be the one that got me doing most of the icons for EA Sports for a couple of years.

UI Design / Feature Concepts / New IP Innovation

 
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MADDEN NFL 08

I led the interface team throughout development of this title from concept to shelf. This was my first serious Lead Role in the game world and it was a hell of a learning experience. With 100's of screens to work on, this was a full refresh of the UI and introduction of many new and innovative features.

UI Design / Feature Concepts / Iconography / Fontography

 
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MADDEN NFL 07

This project was intense. It was the first time implementing the new universal UI framework that my team designed for all EA SPORTS Titles. This was a massive undertaking and required both serious design thinking and problem solving skills.

We designed the framework in partnership with Schematic and it became the baseline for all EA SPORTS games for the next 5 years

UI Design / Iconography / Tool Design

 
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GAMESHOW

I served as concept artist, logo designer, and UI lead for this new IP. It wasEA SPORTS first go at live, real-time trivia game experiences and it was an awesome series of challenges.

This included the design of a full avatar builder and customization system, modular UI framework and development processes and standards for asset generation to support both UI and Game Play Experiences.

UI Design / Interaction Design / Iconography / Fontography / New IP Innovation

 
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SUPERMAN RETURNS

Bringing to life one of the most iconic superheros of all time is a pretty big job.

I created the HUD / In-World UI, the game font, all iconography, HUD motion graphics and all screens from first boot to the final credits.

Working with Phil Straub and his art team was absolutely amazing!
Thanks for helping me become a better concept artist, Phil!

UI Design / Motion Design / Iconography / Fontography

 
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ARENA FOOTBALL

Arena football as a sport was as crazy as this game turned out to be. Both to make and to play. I enjoyed watching this new sport being born and being a part of the team that brought the game version to life.

I owned all in-game UI and all menu flows from boot to credits.

UI Design / Feature Concepts / Iconography / Fontography / New IP Innovation

 
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NFL STREET 3

I was one of two UI designers and lead the visual style of the UI and in game HUD in partnership with the art direction and concept art teams

The PS2 dev environment and pipelines ended up being pretty tricky but we overcame and shipped a really fun game.

UI Design / Feature Concepts / Iconography / Fontography

 
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MADDEN 06 PSP

I was one of 3 UI designers on this team, I established the visual style, interface and interaction models on the new PSP platform. It was a really fun project and I loved the challenge that the PSP dev pipeline presented and how we figured out how to exploit it to get what we wanted

UI Design / Interaction Design / Iconography / Fontography

Caution - super shaky cam, but its awesome because real fan!

 
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GOLDEN EYE: ROGUE AGENT DS

This was my first game project and was a pretty awesome start to getting into games. It testing my ability to work quickly, work with external dev teams and develop those critical partnerships to shipping something successful. I also learned a ton about making games and the general process that goes into making a DS titled. So much learning!

UI Design / Vendor Partnership Management / Iconography