• Graphics
  • Systems
  • Research
Nihilistic Software
  • Heads-up display prototype
    NIHILISTIC SOFTWARE Internal Gameplay Framework ( 2009 )
    Providing my engineer with a working model of the things I wanted to do on the PlayStation helped keep the UI pipeline simple and efficient.
  • 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.
  • UI Audit For Alpha Build
    NIHILISTIC SOFTWARE Zombie Apocalypse ( 2008 )
    I used this chart to audit the working interface and to track progress while the UI team worked on an alpha build submission
  • 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.