I'm a Creative and Technical Project Manager with more than 7 years shipping regulated, skill-based, and mobile gaming products—from the first concept meeting through certification and launch. I can sit with engineers, artists, compliance teams, and external partners, and actually follow what each of them needs. The result is faster delivery, fewer surprises, and less technical debt along the way.
I write about technology, design, animal welfare, social justice, and more esoteric topics; sometimes all at once. I'm drawn to the way opposite and unrelated topics overlap in unexpected ways. Magic and technology, current events and the unknown, language and esoterica.Most of all, I write to learn and grow. I’ve challenged myself to post weekly to improve both my output and my ability to synthesize my thoughts and readings coherently.
Assets created for a cartoony tank combat game. The game featured themed accessories that you could add to your tank.
Clothing designs for a desert island survival game.
Assets created for a fantasy archery game. It began as a fully 2D game, then became a mix of 2D and 3D assets.
Custom UI for an idle factory themed mobile game.
Mockups and storyboards for mobile game designs.
Concept and images for an original game idea.
This was an attempt to create a totally photo-real asset using dynamic texturing. All text is editable, and label colors and wear level are dynamic. Modeled in Modo (now defunct, sadly), and textured using Substance Designer.
All these materials were created in Substance Designer. All are fully procedural and made with inputs and controls for maximum flexibility.
Software Kanban boards always seem too rigid and limited, no matter how many features are included. They fail to take advantage of the fact that they are digital and not constrained by physical limitations.
I tried to imagine what I would design if I were to throw away the physical constraints. If cards could be resized at will and nested inside other cards, what possibilities would that open up? And what is the minimum number of elements and information needed to be an effective tool?To avoid chaos and decision overload, a basic grid was still required. A flexible column system enabled a wide range of board setups and uses while still providing structure. I found that moving, nesting, and rearranging cards and columns could be surprisingly intuitive.
The ability to overlap and nest flexible cards meant that features like subtasks and swimlanes could be constructed ad hoc as needed. Finally, I added due dates, color coding, and commenting to provide a basic yet genuinely useful feature set.Even in this prototype state, this is very close to the tool I had imagined. I'd like to see it developed further; it offers an experience unlike any other productivity tool.
For further development, the utilitarian UI and UX need some work. For example, having two separate interaction icons—one for viewing and commenting, another for editing—is not ideal.
Click the image to go to the live mockup.