• Graphics
  • Systems
  • Research
Graphics
  • Inventory
    REALU Otherland™ ( 2012 )
    UX/UI, Art DirectionGary Boodhoo
    Graphic DesignJano Vesina, Gary Boodhoo
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  • Premium Shop
    REALU Otherland™ ( 2012 )
    UX/UI, Art DirectionGary Boodhoo
    Graphic DesignJano Vesina, Gary Boodhoo
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  • Combat
    REALU Otherland™ ( 2012 )
    UX/UI, Art DirectionGary Boodhoo
    Graphic DesignJano Vesina

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  • HUD Design
    NIHILISTIC SOFTWARE Gadgetron HQ PlayStation Home Space ( 2009 )
    HUD Design for Ratchet & Clank: Gadgetron HQ PlayStation Network Home Space. The shared space consists of several minigames including the Skunk Works’ tower defense game shown here.

  • Agencies and Missions
    SERIOUS BUSINESS The Hierarchy ( 2009 )
    Missions are more easily accomplished by working with others. This feature design deepened user engagement with the game by allowing players to assemble teams working out of the same “agency” (London, New York, etc.) who could specialize in particular types of missions, such as infiltration, sabotage or reconnaissance.

  • Zombie Apocalypse
    NIHILISTIC SOFTWARE Zombie Apocalypse ( 2009 )
    I designed the UI and created art assets. I scripted and debugged Actionscript and worked with engineering on Scaleform integration on the PS3 and Xbox builds. I worked with production and QA at Nihilistic and Konami to localize the system for five languages.

  • CD Package Design
    SPIRITANIMAL Blunt Force Volume ( 2009 )
    Art Direction, Photography, DesignGary R Boodhoo
    Art direction, photography, layout and design for San Francisco-based industrial/metal band WE GOT THIS FAR

  • Tooltips
    EA-SIMS The Sims™ 3 ( 2008 )
    Tooltips are small windows into the mechanics of the simulation. The variety of information presented in this game ranges from location to aspirations and family relationships. These high fidelity wireframes guided the visual design by providing a unified way to present data across multiple categories.

  • Front End Design Concept
    LUCASARTS Star Wars: The Force Unleashed ( 2007 )

  • HUD Design Concept
    LUCASARTS Star Wars: The Force Unleashed ( 2007 )

  • Front End Design Concept
    LUCASARTS Star Wars: The Force Unleashed ( 2007 )

    LucasArts: Star Wars The Force Unleashed: Front End Design Concept

  • Meter Design Concepts
    LUCASARTS Star Wars: The Force Unleashed ( 2007 )

  • Menu Prototype
    LUCASARTS Star Wars: The Force Unleashed ( 2006 )
    This is a screenshot of my initial front end prototype. It was used to launch standalone levels and introduced the game team to the authoring system's capabilities and limitations.

  • Front End design concept
    THQ MX vs. ATV ( 2005 )
    A front end design concept I developed from a detailed wireframe study and HTML prototype during preproduction. This shows the on-screen keyboard interface.

  • Front End design concept
    THQ MX vs ATV ( 2005 )
    A front end design concept I developed from a detailed wireframe study and HTML prototype during preproduction

  • Franchise Screen Audit
    EA-SPORTS EA Sports Style Guide ( 2004 )
    This collection of in-game screenshots shows the EA Sports 2005 visual design consistently applied acrosss multiple franchises.

  • Visual Research
    EA-SPORTS EA Sports Style Guide ( 2004 )
    Why does watching it on TV often feel more real than being there? EA Sports games follow the visual conventions of broadcast sports so precisely that I am sometimes uncertain what's real. This has always been a part of the appeal and I wanted to understand how to incorporate narrative elements into front end design work. These posters conveyed my research to the game team.


  • Rules of Brainstorming
    EA-SPORTS Studio Seminar Collateral ( 2004 )
    24" x 30" collateral poster for a studio-wide series of creativity seminars featuring industry veteran Glenn Entis.