Collaborating
       
     
       
     
Spatial UX Explorations
       
     
The Old Republic: Alderaan
       
     
The Old Republic: Hoth
       
     
Def Jam: Icon
       
     
Collaborating
       
     
Collaborating

The encouragement and celebration of all ideas is integral to the success of any creative process. It is the alchemy of thought, the juxtaposition of varying perspectives, that powers innovation and differentiated thinking. My current team, Source, is a central team within Windows NEXT which helps align our app teams with the rest of Microsoft. During our rebranding, we chose to represent ourselves as a bridge with the motto "Build Together," an approach that has effectively helped foster several cross-Microsoft initiatives, including the Fluent Design System.

       
     
Fluent Design System

Working horizontally across Windows NEXT, I collaborated with Creative Directors and Art Directors to push the new Fluent Design System look and feel, as well as ensure it was consistently applied across all first-party Windows applications. My team employed the Calculator app to validate new Fluent controls, such as the Acrylic Material brush and the Reveal Highlight, as illustrated here in this marketing video using many of the clips we captured directly for our 2017 //Build presentation.

Spatial UX Explorations
       
     
Spatial UX Explorations

I spoke at //Build 2018 about the future of Fluent controls, with a focus on Spatial computing scenarios. With a mixed audience of 2D and 3D developers, I showcased the emotional impact of Mixed Reality, the importance of keeping our customers in "The Flow," and how 2D applications can have meaningful results in Spatial Computing experiences when the UI utilizes space in order to allow the user to interact with digital content in relatable ways.

Click on the image for more details.

The Old Republic: Alderaan
       
     
The Old Republic: Alderaan

I worked in game development as an Environment Artist from 2001 - 2012, shipping four titles. Building worlds ranging from boxing arenas to street fighting areas to Star Wars planets required direct collaboration with all disciplines. As a Planet Lead on Star Wars: The Old Republic, I worked closely with Designers and Engineers to ensure emotionally impactful worlds that were technically performant.

I approach video game environments as I do the rest of the my artistic pursuits: with efficiency and attention to detail.

Click on the image above for a more detailed look at Alderaan.

The Old Republic: Hoth
       
     
The Old Republic: Hoth

As a huge fan of Empire Strike Back, I was thrilled to lead the Hoth effort during my time at BioWare. Working closely our talented engineers, we pioneered a shader system where existing textures could be visually impacted by the terrain of each planet, allowing for every asset on Hoth to be snow-packed and frozen, an important storytelling element for a supposed uninhabitable planet.

Click on the image above for a more detailed look at Hoth.

Def Jam: Icon
       
     
Def Jam: Icon

Shipped in 2007 for Xbox 360 and PS3, Def Jam: Icon was a fighting game slightly ahead of its time, with environments that bounced and moved to the beat of the fighter's chosen song (or songs uploaded by the player), creating countless music/venue combinations that deepened and enhanced gameplay. As an environment lead on the LA Rooftop and Southern Corner levels, I worked closely with designers on the tuning of each venue, as well as engineers on the technical aspects in which we brought each arena to life. 

Click on the image above for more details.