Saturday, May 7, 2011

Hello and welcome!

Below are a smattering of the most recent projects that I have worked on at Flying Lab Software over the last two and a half years. The Lab is mainly an MMO studio where I bounce around between the "casual" and "hardcore" sides of the office as Lead UI Designer. My team consists of another UI artist, an icon artist and the occasional illustrator that I can shanghai for my machinations.

Not all the work I have done at The Lab is shown here. I hope to get a real website back up in the next couple of weeks that will showcase a wider spectrum of my work including animation, print design, 3D modeling and various websites that I have worked on.

Until then... Enjoy!


Project Caspian (PC and XBox 360)

Project Caspian is another work-in-progress game. It's basically a next-gen MMO with some really unusual and cool content. The theme we were exploring with the game is pulp inspired but the look and feel are still being hashed out. This provided me with an opportunity to explore various themes, materials and technologies that might help define the game.

The first UI we started with was a basic mission pop-up. This was created mostly by Scott Willoughby a long-time friend and member of my UI team with some direction from me and the Senior Art Director, Bruce Sharp.


The Next piece we made is the mission journal. This piece was also a collaboration between Scott and I. He made most of the pieces and I arranged the final composition.


We experimented with using some more of these real world things to base other pieces of UI off of but quickly found out that it was just too heavy handed so we tried a different approach. I began experimenting with the character sheet as a jumping off point for the rest of the UI.

This piece is my first attempt. I was inspired by old brass and copper art deco clocks and radios.


We used this as a jumping off point to make other game control type pieces of UI like the HUD etc.

The next piece was the skill purchase UI.


The first piece I did ended being a little bit muddy and I received feedback to make it 'less brown'. We took some time to try using different materials to define the UI frames.

This one is inspired by industrial age technology.


At this point, if you are actually reading this, you are probably wondering where the Pulp influence went. I created a few mock-ups of the character creation process where I tried to bring the pulp back. (the book cover illustration was borrowed for the purposes of this layout and the badge doo-hickys are cobbled together from various images on GIS) Scott did the background table setting wood and paper.


The next piece is the Appearance Selection Screen and it is even more of a WIP than the archetype screen but you get the idea.



Friday, May 6, 2011

Kaiju (Facebook and iPad)

Kaiju is a work-in-progress game that we are developing simultaneously for Facebook AND the iPad. This was a truly collaborative work and probably the funnest game I've worked on yet. My role was all over the place on this project: wire-framing UI elements & co-art directing their illustration, logo design, environment tile illustration, power-up animations, and even helping out with the monster concepts & monster description text. I can't wait to see this game go live!


Here is the logo I collaborated on with Jonathan Stroh and a pop-up window I made based on Kyle Steed's other UI pieces.


This a WIP screenshot of the game environment and HUD.



The Next 5 images are posters Jonathan Stroh and I made for one of the levels.








Bakugan Dimensions MMO

The following are screenshots for Bakugan Dimensions, a casual MMO that you can play on your browser with Flash. Bakugan Dimensions went live in April 2010. Check it out online here.





This is the collection screen where you get to see your monster inventory.




This is the staging area where you outfit the monster you will fight with.




This is the character creation area where choose your toon's starting appearance.




This is the world map.




This is your HUD.