Marvel Super Hero Squad: The Infinity Gauntlet

Marvel Super Hero Squad: The Infinity Gauntlet

It was a pleasure leading my team from concept all the way through to the approval of our x360, PS3, and Wii SKUs, as well as three DLC packages.  Our schedule was very tight.  From day one to alpha we had nine months, with another three to get the game through certification.  In that time, [...]

Where the Wild Things Are

Where the Wild Things Are

On Where the Wild Things Are, I lead the team from pre-alpha through certification.  This title marked the studio’s first foray into the PS3, Wii, and X360.  To deliver on the potential of these new platforms intense effort from the engine and world art teams was required.  If that wasn’t enough, things got really challenging when [...]

Slots Tycoon

Slots Tycoon

Our goal for Slots Tycoon was to create the most polished, lush slots experience available on mobile. And we achieved our goal. I led the team, providing production support, design specifications, and art direction. Slots Tycoon is one of the top slots games available in what has become one of the most competitive genres in [...]

Wolf Toss

Wolf Toss

When I started working on Wolftoss, Zipline Games had just released version 1.0 for android and iOS. For the subsequent three releases, I directed the production of a new in-app store, the addition of new social marketing channels, and a comprehensive rebalance of the game.   The in-app store and the dozens of items we built [...]

Flowplay

Flowplay

   Flowplay’s goal for ourWorld.com was to create a safe environment where kids could express themselves and enjoy the most popular casual games on the web. To encourage kids to return to the site, we wrapped all the social interaction and casual games in a browser based, clientless MMO-RPG. At the heart of the MMO [...]

Marvel Super Hero Squad: The Infinity Gauntlet
Marvel Super Hero Squad: The Infinity Gauntlet

It was a pleasure leading my team from concept all the way through to the approval of our x360, PS3, and Wii SKUs, as well as three DLC packages.  Our schedule was very tight.  From day one to alpha we had nine months, with another three to get the game through certification.  In that time, [...]

Where the Wild Things Are
Where the Wild Things Are

On Where the Wild Things Are, I lead the team from pre-alpha through certification.  This title marked the studio’s first foray into the PS3, Wii, and X360.  To deliver on the potential of these new platforms intense effort from the engine and world art teams was required.  If that wasn’t enough, things got really challenging when [...]

Slots Tycoon
Slots Tycoon

Our goal for Slots Tycoon was to create the most polished, lush slots experience available on mobile. And we achieved our goal. I led the team, providing production support, design specifications, and art direction. Slots Tycoon is one of the top slots games available in what has become one of the most competitive genres in [...]

Wolf Toss
Wolf Toss

When I started working on Wolftoss, Zipline Games had just released version 1.0 for android and iOS. For the subsequent three releases, I directed the production of a new in-app store, the addition of new social marketing channels, and a comprehensive rebalance of the game.   The in-app store and the dozens of items we built [...]

Flowplay
Flowplay

   Flowplay’s goal for ourWorld.com was to create a safe environment where kids could express themselves and enjoy the most popular casual games on the web. To encourage kids to return to the site, we wrapped all the social interaction and casual games in a browser based, clientless MMO-RPG. At the heart of the MMO [...]

Mobile Classics
Mobile Classics

I was employee number two of the RealNetworks Mobile games group.  There, I served as designer, producer, and creative director.  Our model was simple; identify hit casual games, secure the mobile rights, and fathfully translate them into compelling mobile gaming experiences.  A deep understing of the game must guide the editing process.  It’s far to easy to [...]

Bounce Out Blitz!
Bounce Out Blitz!

Bounce Out Blitz is the sequel to Bounce Out, one of the first download casual hits. As lead artist and UI designer, my primary challenge was to update the look of the game while staying true to the original. At the time, GameHouse Studio was very leery of using 3d graphics and understandably so. Few [...]

Super Pool & Hammerhead Pool
Super Pool & Hammerhead Pool

   Super Pool is a friendly, accessible simulation with realistic physics and six game modes. Simplicity was the guiding principle behind the design. As lead artist and UI designer my goal was to minimize the number of clicks between the opening menu and the breaking shot. We achieved this by compressing the game play options [...]

Luxor
Luxor

   Luxor is a huge hit on many platforms.  The mobile version I designed and produced hit the top ten on Verizon, and was a best seller worldwide.  Building Luxor for two hundred mobile handsets was a challenged that required a complete reconceptualization of many of the game’s fundamental systems. Levels in the pc version are based on fixed full screen illustrations.  This [...]

Cake Mania
Cake Mania

    Cake Mania is one of the biggest hits ever in the PC casual games market. It was an honor to bring such a well loved game to mobile. Cake Mania is an art heavy, mouse driven game. As such, every element required careful consideration as I redesigned it for mobile. The controls were the [...]