Visual communication through pragmatic design and a comprehensive understanding of the user’s needs and emotional state is my passion. Whether solving for user interactions in a complex web application, creating a sticky and playful experience for a casual mobile game or composing a virtual space that is easily navigable, I consistently strive to realize the true nature of the user’s needs. 

BloxMob: Flipping the Paradigm

After the initial release of BloxMob, user retention and the sharing of created apps was not meeting our target goals. We needed to find out what was going on. We had provided a powerful tool for kids to build personal private mobile apps just for them and their needs. So what’s the problem?

Case Study: HomeAway Search

How does the CUSTOMER find the experience they want, not just a house, quickly and easily, when the experience is more important than the exact dates. As a customer, do you find yourself constantly tweaking dates to see if you can get more returns on a property search?

Sushi Mushi: Lessons Learned

Sushi Mushi is an iOS freemium game developed at Aspyr Media Inc. As part of a small team we set out to Improve upon Poker Pals with lessons and insights gained through qualitative and quantitative data. I was responsible for art direction, interaction design, visual design and co-creative direction.

Poker Pals

Poker Pals was developed at Aspyr Media and published by Chillingo. Part of a 3 person team, we set out to create a poker game inspired by Words with Friends. I was responsible for art direction, interaction & visual design and content creation. Additionally I was the primary resource for creating most marketing content used to drive social media campaigns.

nexersys

The vision for nexersys was established by Terry Jones, CEO of Nexersys Corporation. Terry is also a founder and president of Crowley Jones specializing in developing and distributing innovative products. I began consulting in mid-development to design a viable user interaction model to bridge the software hardware that were in production.

VFX: Just for fun

For fun I thought I’d share some of my most early professional works in film and animation. This is a collection of feature film, commercial and game cinematic shots developed between 1995 and 2006. I was responsible for lighting, surfacing, modeling (excluding characters) and fx animation in most shots as a technical director or cinematics artist.