Outtrigger - Website

Role: Art Director
Contribution: Did all visual design, UX work and Flash development

Design Challenge: Take an unknow IP, that is really a tech demo and make a makring site on no budget from a marketing team that could care less. Outtrigger was in some ways a total dream project for me, since after working on so many high profile IP projects I now had one that no one was interested in, giving me free reign to do whatever I felt like and in this case what I felt like doing was push my own skills of Flash, 3DS Max and Illustrator to their limits.

Outtrigger - Package Art

Outtrigger was really more of a tech demo for SNAP - Sega Network Application Package, which would become Sega network middle ware running in games on the Dreamcast, PS2, Gamecude and Xbox platforms. It would also be purchased by Nokia and rolled into the N-Gage and Java games platforms for Nokia.

Outtrigger - Main Menu

For Outtrigger we took the wafer thin story line of the game about a futuristic international counter terrorism force called, "Interforce" and imagined what that company's website would look like. I created a full 3D virtual character including using an early text to speech tool to give him voice and communacate with the user as the navigated the site. Multiple movies were rendered and randomly assigned to have our virtual guide talk, look around, blink and smile.

Outtrigger - Tactics Menu

Outtrigger was all about style over substance, there were multiple UX paradigms and gratuitous flash animations, just about everything one does not do today in modern website design, but at the time, if I could make it move, it did - nothing was static on the Outtrigger website.

 Outtrigger - Media Menu

The Media section of the site was most conventional, using a main window space for viewing all content, screens, wallpaper and movies.

Outtrigger - Character Select Menu

In a nod to Charlie's Angels, I added a character selector that randomly morphed through silhouettes of each character and would should full color renders on mouse over.

Outtrigger - Character Bio Menu

After selecting a character, the user would be taken to bio page, including information about weapons, extra images and how to play effectively with each character.

Outtrigger was not a particularly successful game, but it allowed me to further develope my technical skills so I could put those talents to good use on more important work in the future.


Jet Grind Radio - Website

Role: Art Director
Contribution: Did all visual design, UX work and Flash development

Design Challenge: Jet Grind Radio was one of the first titles to ever use a cell shaded style which is now common place on many games. Due to this totally new style of 3D game I designed a whole new way of interacting with a flash website, by having a full 3D world, cell shaded, for the user to explore. This would be an heard of challenge considering the very new platform of Flash in Oct of 2000.

Jet Grind Radio - Dreamcast Package Art

At the concept phase with the marketing team for Jet Grind Radio, we decided to create a full 3D garage based on the actual hangout of the characters in the game. This room was built using 3DS Max and would be used of to create the full 3D navigation. Everything was rendered in 3D creating vector outlines that was then imported into Flash a sequence of images. These sequences would be broken up and then colored, frame by frame in Flash. Objects were purposely simplified to keep the frame rate high as user navigated the site. 

Jet Grind Radio - Flash Website

User could navigate the site by clicking on any object and they would be taken directly to the object moving through the three dimensional space of the site. The met with many positive reviews by user, since a dramatic departure from current web design.

Jet Grind Radio - Flash Website

As users navigated the room they learned about the game's characters, the history of graffiti, game features and even were able to play a mini game by picking up spray cans littered throughout the space and tagging, (spay painting), the evil characters from the game to unlock additional content on the site.

Jet Grind Radio - Flash Website

When reading content the user literally dove right into the content zooming in and reading the information in a more traditional 2D format.

Jet Grind Radio - Flash Website

Jet Grind Radio would be a critical success and lead to the follow up title of Jet Set Radio Future, another critically successful title.

From wikipedia:

The game was received exceedingly well from online sources and magazines. Many have praised the style of the game as the matching soundtrack with up-tempo music. Critics also applauded the simplistic "pick-up and play" arcade style gameplay. The lowest review received was a 70% rating (3.5 out of 5) from Independent Gamer. IGN gave the game a 9.6 rating but criticized the camera control, saying, "You'll spend weeks thinking 'Why don't all games look like this?'. Then you'll spend a month wondering why the camera wasn't fixed in the development." The lack of multiplayer was also criticized.


Project Name: Blancspot Media | Role: Creative Director
Design Challenge: lkjasdflkjasdlfkjadsfsad 

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SegaNet - Poster

Role: Art Director
Contribution: All visual design work

Design Challenge: Create compeling marketing posters and magazine ads for Sega's new gaming ISP - SegaNet. These ads need to promote the brand new ISP (the first of it's kind), the new games available to play and emphasis the multiplayer aspect of the ISP. 

Wanna Play? Poster for SegaNet

As one of the few designers with a background in traditional print I was called on to design a series of posters and magazine ads that would run as part of the first marketing campaign for SegaNet. This ad and others I designed would eventually be run in gamer magazines, as well large format posters used at E3 and GDC.


Gun Valkyrie - Website

Role: Art Director
Contribution: All visual design, UX and flash development work

Design Challenge: Details need to be added here