Entries in Flash (5)

Wednesday
Jan192011

Blancspot Media - iPad

Role: Creative Director
Contribution: All visual design, UX work and Flash development

Design Challenge: Take the successful Blancspot iPhone experience and bring it to the iPad, taking advantage of the larger screen and existing interaction paradigm of the iPad platform. Created a fully interactive Flash prototype to show off how the iPhone experience would be transfered to this new platform.

PlayMode Experience on iPad

The iPad version of Blancspot takes advantage of the very large screen of the iPad and really makes the Blancspot cinematic experience shine. A large, rich visual world sets Blancspot apart from all other news application running on the iPad.

 

Reader Mode experience on iPad

ReaderMode on the iPad uses a unique two scrolling column approach that allows users to simultaneously read the news story and see relevant Tweets on the same screen. All of this is overlaid on the image to still keep the user connected with the strong visual the prompted their interaction in the first place.

 

Sharing via Facebook on iPad

Redesigned the Facebook sharing UX to be inline with standard iPad navigation style taking advantage of modal windows to focus the user on a singular action, but without taking them totally out of context from their previous state.

Saturday
Dec112010

Virtua Fighter 4 - Website

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

Design Challenge: Create an international (translated in 11 languages) marketing site for the new Virtua Fighter 4 game franchise that showed off the new characters, stages and fighting styles. Even though this site was designed in 2002, over 8 years ago, it is still in use today - www.virtua-fighter-4.com

 

Virtua Fighter 4 - Intro

Clearly dated by todays standards of web design, this site, like many at the time contains the now ultra annoying "Skip Intro" button, but at the time, motion graphics on the web was something to actually sit through and enjoy.

 

 Virtua Fighter 4 - Home

The website's landing page was intentionally sparse to create maximum visual space for the game art and not add any additional elements to detract from rich character art. The site was divided intro three core areas - Characters, Fighting Styles and Stages, since each Fighter had a unique style, and a specific stage. The user could then cross navigate these areas, for example learning about a specific fighting style - Vale Tudo, would lead the user to Vanessa, where they would learn she fights on the Harbor stage.

 

 Virtua Fighter 4 - Character (Akira)

Virtua Fighter 4 - Stage (Temple)

The art direction and style established here would go on to be used in the follow up game the franchise - Virtua Fight 4 Evo and also used in print and other ad campaigns. The site was very well received by the notoriously picky AM2 development team, headed by the well known game designer Yu Suzuki.

Thursday
Dec092010

Phantasy Star Online - Website

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

Design Challenge: Details coming soon.

Thursday
Dec092010

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.

Thursday
Dec092010

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.