LeVIATHAN
CREATIVE
Craftland
I directed a team of 4 in creating this AR block building app. We built it over 9 months. Our beta release resulted in 32k downloads over 6 months with an ad budget of $6k. We saw 43% D1 retention amongst iOS users and 15% D7 retention. We built a lightweight surface scanning system and managed to make creating in augmented reality quick and inuitive.
Mark AR + Artly
Directed the design and creation of the Mark AR Social Platform and its associated creation tool, Artly. I defined the strategy for both of the products and managed a team of 5. We conducted multiple Design Sprints to inform our production efforts and extensive qualitative research in the form of interviews and surveys. I set up analytics and defined key metrics in Google analytics of the course of our test releases. Our app was used by multiple influencers and we partnered with Roosterteeth for their RTX event.
Runescape Mobile
As UI Lead at Jagex, I was responsible for translating the incredibly complex and dense Runescape interface into a sleek and modern experience for mobile devices. This proved to be my greatest challenge to date. Working with an excellent team of UI Artists and UX designers, we iterated over the course of a year and a half. We ran a multitude of quantitative and qualitative user tests, informing our decisions as we went. The end result was very well received by the player base and helped to bring Runescape into the modern era.
Brooklyn Microgrid
This was a unique opportunity to create an app that gamified a users first encounter with a Microgrid - a local solar energy trading network that runs on the block chain. I directed a team of UI Artists and UX designers over the course of a year and a half in creating an app designed to give people their first taste of this renewable future.
Hungry Shark World
While at Future Games of London most of my time was spent on the next instalment in the popular Hungry Shark series. I designed the screens you see below and worked closely with the creative director to develop the games user experience.
Candy Town
I designed the UI and UX for this casual puzzle game. The user flow and graphics were designed around trends in the casual free to play mobile market that were popular at the time.
Heroes and Havoc
Heroes and Havoc was a project I helped build from the ground up with Super Saga Studios and NGMOCO. I was creative director on the project and my work consisted of conceptualizing and implementing the user flow, user interface, battle systems, character designs, and monetization systems.
Video Mock Ups
Wire Frames and Concepts
Poplings
This was another casual puzzle game that I designed the UI for. I endeavored to embrace more flat design while keeping a fun fantasy feel throughout.