THE PRATTATATAT BLOG
2021 was my adventure on The Cycle: Frontier. I moved to Berlin, started a new job during corona times and led a team remotely.
I have a newly found obsession with Nintendo’s amiibo… but I think they could be even better!
What started innocently enough as an HR request to update the company website back in January 2018 eventually turned into a full blown brand identity update for Deep Silver Fishlabs. I’m excited to share a bit about what went into the project!
As the headline suggests… I’ve gone down the rabbit hole and created a handful of futuristic interfaces. Check em’ out!
It's been a long time coming, but after an extended soft launch, Dead Island: Survivors is available worldwide today!
The non-destructive way of working is a practice of future proofing asset creation while not destroying any asset data (or art) that you are concurrently creating. Super handy for any artist or designer working in a production environment! Read to find out more!
Here's an old UI test based on the theme of "international spy thriller"...
Whether it's a blank piece of paper or a fresh PSD sitting in front of you, creating something from nothing can be the most daunting part of any project! Let's focus on the visual development side of creating game interfaces with this post...
Sadly, here's another cancelled project that I had worked on for a couple of months. I can't say much about it aside from that it's loosely based on the Empire brand. I was pretty happy with the direction in terms of UI art and I was having a great time playing in Unity, hacking together some basic dialogs and interface widgets...
Technically, it's rare that you'll have a project where the sky is the limit. In reality, every project comes with it's own requirements and limitations. Knowing these limitations is the crucial to being able to create games that run well within the boundaries that are set...
Here's an older test from a few years ago, but I think it still holds up alright. The two tasks here was to create a main menu screen and a set of associated icons...
Without proper preparation, localization is one of those areas that can come back to cause major headaches later in production. Because of this, It is of utmost importance to take care that localization needs are met. This will keep bug counts low and make our lives easier down the road...
For about a month in early 2015 I contracted with EA on some prototypes for a mobile game based on the movie The Secret Life of Pets. Here's some of that work...
A long time coming, but I’ve finally put together a new demo reel showcasing some work from Need for Speed Unbound, Chorus, Dead Island: Survivors, and The Cycle: Frontier.