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.
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.
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 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.
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.
A front end design concept I developed from a detailed wireframe study and HTML prototype during preproduction. This shows the on-screen keyboard interface.
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.