Qwirkle iOS Game

Released on iTunes January 2014

Art Direction / UI Design / Particle FX

This game was adapted from the award-winning Mindware game and developed for iOS using the Unity engine. In addition to managing and directing the art team, I created the particle effects, designed, and implemented the user interface. We focused extensively on the user experience of the product in order to make the game intuitive and enjoyable for players of all ages while keeping the game as true as possible to its physical roots and create a successful extension of the brand experience.

Quarriors iOS Game

Released on iTunes December 2013

Art Direction / UI & UX Design / Particle FX

This game was adapted for iOS from an award-winning collectible dice game published by Wizkids. I undertook the conceptualization of the interface and user experience design required to effectively translate the experience of playing the physical board game into the digital product. During a rapid development cycle, I successfully directed the art team in executing my vision while keeping true to the brand’s established look, feel, and unique sense of humor. In addition to direction and conceptual work, I also created numerous particle effects seen in the game.

Tab App Elite iOS & Android Game with Collectible Toys

Released on iTunes June 2013 / Android June 2013

Art Direction / Game Design / UI & UX Design / Particle FX

I managed and led the development of the TabApp mobile game, directing a team of a dozen artists and animators in developing over 100 characters from MARVEL and DC Comics. During the fast paced development, I was responsible for training the art & design teams on how to work with the Unity development platform. In addition to providing art direction on the project, I visualized and created all of the special effects to bring life to the characters’ super powers, conceived and directed the playable maps for the battles, contributed pop-up comic style introductions to the various boss villains, and devised the user experience for the product.

Art Direction / Product Design

One of the main objectives of the development was to create a mobile game that interacted with physical toys. I collaborated with a team of engineers in envisioning, designing and prototyping the capacitive bases on which the physical HeroClix toys were mounted and the Clix Station that was featured in TabApp Elite.

HeroClix Online

Micro-Transaction Online Game Released on PC June 2010

Art Direction / Game Design (Adaptation) / UI & UX Design

On this project, I was responsible for conceptualizing an adaptation of the popular collectible miniatures game, HeroClix from WizKids. As Art Director at Icarus Studios, I led a small team of a dozen internal and outsourced artists and managed the art production budget and schedules as well as overseeing the creation of character assets, and map design. Additionally, I conceptualized and provided the interface art & design while working on designing a user experience that would streamline the game's complex rule set and turn based system into a minimalist and easy to comprehend user interface.

Borgias

Released on Facebook April 2012

Art Direction / 2D Engine Development & Design / UI & UX Design / Tiled Terrains / Level Designs

On this project, I teamed up with a programmer to envision, design and create a 2D isometric component for the Icarus Studios xScape Engine that would enable the creation of inter-connected 2D and 3D worlds. The Borgias Facebook game was the initial proof of concept for the 2D isometric engine.

During the project, I managed and led a team of a dozen internal and outsourced artists in creating 3D models for the environmental assets that were rendered out as 2D sprites and creating the 2D vector art for the characters. I provided the final map designs as well as creating the tiled terrain elements and terrain objects used to decorate the scenes.

Dexter: The Game

Released on iTunes September 2009 / PC March 2011 

Art Direction / Mini Games / Game Design / UI & UX Design / Story Boarding

In addition to directing an art development team of 12 artists and 5 animators in creating the graphics, UI,  and animations for the Dexter iOS game, I designed and produced the UI and mini games featured throughout the game, crafted all of the storyboards for the cut scenes and contributed to the overall game design and mechanics. Dexter: The Game was a ground breaking critical and commercial success when it was initially released. 

MTV Virtual Lower East Side

Unreleased demos 

Art Direction / UI & UX Design 

Around 2009-2010 while working as Art Director for Icarus Studios, virtual worlds were becoming a hot topic. We were approached by MTV to create several concept demos of music based virtual worlds. I provided Art Direction and led a team of artists and designers for several months creating atmosphere and content demos for the vLES project. The concept for the world was to let users visit iconic music locations around the globe and see virtual performances by up coming bands.


For this project the team started with an awesome recreation of Ludlow Street in NYC with full interior recreations of locations such as Max Fisch and the Cakeshop.  We created a virtual version of Radio City Music Hall to host virtual Video Music Award performances, including a full Shakira stage performance. Additionally, we created several performances that showed the progression of an upcoming band from playing downstairs gigs at Cakeshop to a full breakout performance at Radio City Music Hall.