Since April 2018 I have been a member of the UI team on CSR2, taking responsibility for Live Ops and Events content. This involves working to tight deadlines and adhering to brand guidelines for a variety of clients.
For many months I was the sole UI Artist on the Live Ops and Events teams, tasked with conveying the themes of each event across the UI. Over the past year I have produced bespoke content for several unique and seasonal events.
I am currently working towards a Senior role by on-boarding a new UI Artist and delegating tasks between us; I am also producing wireframes and storyboards in order to improve our existing Live Ops UX.
CSR2 was released in 2016 and is currently available on iOS and Android devices.
Jurassic World™: The Game
From February 2017 to March 2018, I worked as one of two UI Artists on this project. We each took full responsibility for separate features, handling the UI Art and Design process all the way through to debugging and optimization. I delegated my own tasks and self-scheduled in accordance with the other team members.
I also assisted the Marketing team by providing some promotional materials and Live Ops content. Photoshop was my tool of choice for these tasks.
Jurassic World™: The Game was released in 2015 and is currently available on iOS and Android devices.
Battlestar Galactica: Squadrons
From December 2016 to March 2017 I provided 2D art for this game using Photoshop, Illustrator and 3ds Max. My specific contributions included promotional materials, in-game icons and 3D render clean-ups.
Battlestar Galactica: Squadrons was released in 2016 and is available on iOS and Android mobile devices.
Dragons: Rise of Berk
From 2013 to 2016 I was the UI Artist for Dragons: Rise of Berk. Working with the Lead Artist and Designers, I assisted in the UI design process from wireframes and concepts through to exporting assets and building the final in-engine menus. I also provided some Motion Design, promotional materials and VFX later on in the project.
My main tools were Photoshop and After Effects, however I also became proficient with the in-house tools and 3ds Max.
Dragons: Rise of Berk was released in 2014 and is currently available on iOS and Android devices.
I was outsourced to provide vector icons and dog tag frame renders for Crysis 3. Over a period of a few weeks I spent my weekends and evenings working from home, liaising with the Lead 2 Artist of Crytek UK to deliver these assets. I used Ilustrator for the icons and Photoshop for the renders.
Crysis 3 released in 2013 for PS3, Xbox 360 and PC.
I was responsible for designing, creating and implementing the UI for Stealth Inc: A Clone in the Dark (an HD remaster of Stealth Bastard Deluxe). My task was to update the style of Stealth Bastard to a more detailed version for the PS Vita/PS3 release. I also worked intensively with the Designers to re-imagine the Level Editor for the console and touch controlled interfaces.
Stealth Inc. was released in 2013 for PS3 and PS Vita.
Stealth Bastard Deluxe
For Stealth Bastard Deluxe I applied visual treatments to the Lead Artist's wireframes and provided Motion Design concepts. I also created the Achievement Icons for Steam.
Stealth Bastard Deluxe released on Steam in 2012 and is available on PC, Mac and Linux.
I was the sole UI Artist/Graphic Designer in a small team working on PKR Roulette and Blackjack 3D. I produced wireframes and concepts in Photoshop before exporting the assets for integration with the Unity engine. I was also responsible for promotional materials such as splash screens and App Store icons.
PKR Roulette and Blackjack 3D are two separate apps which we worked on tandem; they were released on the App Store in 2012 and are available to play on mobile devices.
During my time at Curve I assisted with pitches, internally developed titles, PSN ports of third-party games, marketing materials and website creation.
For Thomas Was Alone I designed the Leaderboard screen, a new feature for the Sony platforms; this included concept images and a simple Flash prototype. Thomas Was Alone is a game by Mike Bithell, originally released in 2012. It is available on multiple platforms.
I also assisted with implementing and animating the Flash-based menus of Hydroventure: Spin Cycle. This game was released for the Nintendo 3DS eShop in 2012.
Using Wordpress, I created the 2013 edition of the Curve website. I also provided icons and banners for the PSN store titles Thomas Was Alone and Stealth Inc: A Clone in the Dark.
I was hired by start-up company Play2Improve as one of two general Artists. One of my tasks was to design the UI for the training game FPS Trainer.
The project launched in 2011 but is no longer available for download.
MMORPG Tycoon 2 and The Thirty Nine Steps are two projects I contributed to as a freelancer; I worked from home and communicated daily with members of the development team.
I provided a UI style guide and extensive UX wireframes for MMORPG Tycoon 2 in 2011. Last year I assisted in a design overhaul of many UI features, following the game's successful greenlight on Steam. I used Balsamiq and Pencil to sketch out the wireframes.
MMORPG Tycoon 2 is a game by Trevor Powell. It was greenlit in 2016 and its progress is documented on Steam.
For The Thirty Nine Steps I was hired to provide some mockups and determine the UI art direction. The game was published by The Story Mechanics in 2013 and is available on the Steam store.
In my free time I like to practise my skills by creating UI mockups in various styles. My personal art and photography blog can be found at graysoncollectiv.tumblr.com.
I have also completed art tests for Gameloft, CD Projekt Red and Creative Assembly; additionally I learned some basic HTML and CSS to code the first draft for my personal website in 2011.