Need for Speed Rivals (2013) As UI Artist I was responsible for prototyping and implementing Front End and HUD elements in the game.
Need for Speed Rivals (2013) One of my responsibilities was to shape the mood and look of the Cop's UI identity.
Need for Speed (2015) I collaborated with two Need for Speed games at GHOST: Rivals and NFS15. I worked closely with my team and game designers to create wireframes and mocks for UI.
Need for Speed (2015) NFS Network is a social media platform within the game where users can share their experiences. I created several iterations for this and other screens in the game.
Need for Speed Rivals (2013) In Rivals we created modular UI elements for the front end in order to use resources effectively and also to maintain navigation consistency.
Need for Speed Rivals (2013) My responsibilities also involved creating icons and symbolic elements for different areas of the game.
Need for Speed Rivals (2013) I collaborated with programmers to conceptualise tools for the UI system in the engine. By using bitmap images, rather than vectors, the UI system has a very low footprint on the game's memory.
Need for Speed (2015) For both Rivals and NFS15 I was responsible for creating the world map texture.
Need for Speed (2015) For NFS15 our tools allowed for a high resolution map. I used aerial images to create this texture.
Syndicate (2012) I was in charge of the video department at Starbreeze. My team and myself were responsible for the in-game content as well as for creating Mocks for UI and most of the Coop briefing videos.
Syndicate (2012) I was responsible for creating the DartScan in game solution which allowed us to display videos rigged to a 3D character in a UI framework.
Goldeneye 007 (2009) I was responsible for the Intro Titles for the game and all the pre-rendered Briefing cutscenes. I was also responsible for managing and guiding collaborating Motion Graphics Artists.