Posts Tagged ‘PC’
Sansar
Sansar

Sansar is a next-gen VR optimized platform for building, sharing, and enjoying virtual experiences. I’ve been working as the Product Director since its inception. In this role I established the product vision, and using mock-ups, narrative presentations, interactive multi-platform prototypes, and demos, I garnered support for that vision with the company, and board of directors. To help [...]

Second Life
Second Life

No product I have ever worked on remotely approaches the complexity of Second Life. It is a proper world with a thriving economy with over 600 million dollars (USD) of user to user transactions flowing through it. With so much money at play, with a currency exchange where creators and service providers can purchase Linden [...]

Middle Earth: Shadow of Mordor
Middle Earth: Shadow of Mordor

An acclaimed, multi-award winning game, Middle Earth: Shadow of Mordor broke new ground with its emergent narrative technology and deeply engaging progression system. While always, compelling the game we were building at monolith wasn’t always the open world stealth action that it was when it shipped. I was selected to be part of special strike [...]

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 [...]

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 [...]