Not only do I love creating finished quality artwork but I also love diving into the the little details that make an environment or character feel lived in or real. I am excited by subtle details and how these little touches add up to create something rich and complex. I believe this attention to detail allows me to enjoy creating anything big or small.
Misc. Concept Art Commissions and Personal Fun
Game Dev

This is where the play can navigate to dialogue calls, map, weapons and armor, music, collectables, controls, save, settings and replay features. We liked the clean look and would utilize rollover pop ups to make each icon even more clear.

This is where the player would answer calls from other characters to deliver the games story to the player.

Here is a look at an early map concept. The map would display the character in real time while the player continues to move around.

This game would feature many different weapons and armors that could be equipped throughout gameplay to give the player and advantage.

All of us on the team are very into game music so we felt it would be nice to make the soundtrack available throughout the game.

Many of us loved the collection aspect of games giving you a reason to explore maps fully. So we wanted to add a collectable menu and something that showed all the different creatures you killed.

This gives you a look at an idea for how to handle both the "Collect" and "Killed" menu. Each would show the the item collected/killed and its name. Minimal yet we felt enough to psuh some players to explore even further.

One thing that sets games apart is how the controls are set up. We wanted to make it clear from the beginning where to find the different buttons for different features. This is still in the mock up stage and had not been thoroughly play tested. We also had controller support working and would have a separate one for controllers as well.

Its always important to be able to tailor settings to each players liking.

One feature we felt would be fun would be to let players go back and further hunt an area after completion. Allow them to move the story forward in the heat of the moment and then go back and fill in the gaps of the collectables section.










For a few months I helped with concept art, level design, story development, and more on a very small indie team working on a low poly first person shooter called Reclaim Earth. One of the things I was asked to design was a low resolution menu system that allowed the player to actively playing and being in danger while in it. To make the player feel distracted I proposed darkening and blurring the gameplay and making the menu its self semitransparent. The next task was to design all the menus to be minimal in pixels yet rich in design. Even though these menus were not taken to completion due to the game being put on hold I am very proud of the look and feel in the early stages.