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INTERACTIVE WORK |
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I started dabbling with interactive media back in '95 when the web was still new to the masses. Since then I've worked on a variety of projects, including presentations, interactive multimedia PDFs, websites, and video game interfaces. I have also begun to design games as well, such as Gyft and a secret music game project for the Wii that should release by the end of 2008. In the future, I'll be focusing on serious games which teach anatomy and movement skills, and on a version of Gyft that operates as an Alternate Reality Game. |
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Pump It Up Pro (TM) Game Interface My most recent game interface design was for the well known arcade and home console dance game series, Pump it Up. I created mockups for the user interface in Photoshop which were then given to programmers for incorporation into the game. The final game screens are slightly different from my mockups due to late feature changes by the game coders. |
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Gyft.org Website Gyft.org is a site I built to catalog a social game which I helped create back in 2002. The informational pages such as the index page are simple HTML, while the catalog pages for the 450 cards are code-generated static HTML pages. I built HTML templates incorporating code calls for a Python script which was written by a co-creator of the Gyft project. Running the script generated populated static HTML pages, which were then incorporated into the site. I currently administer the site for content, while the code aspects such as the Search functionality are handled by the aforementioned co-creator. |
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Asbahr.com Website This is a professional website for a software mogul I have worked with on many projects. It was hand coded with simple HTML and CSS, and utilizes some found Javascript to produce the rollover. The original site design was delivered as a front page and a set of templates. The current live site was populated and is now regularly updated by the client. |
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In the Groove 1, Game Interface (for Roxor Games) The first game interface I designed was for a dance game originally developed for arcade which was eventually distributed to Playstation 2 and PC platforms. I created mockups for the interface in Photoshop and later exported hundreds individual graphics into the game, occasionally adjusting the appearance code to control placement. The final game screens are slightly different from my mockups due to last minute changes by the game coders. |
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Low Earth Orbit Website Created for a Houston-based game developer, this site utilizes frames and minor Javascript. I based the navigation on the black-and-white company logo and wrote most of the text for the original site design. The game graphics were provided by 3-D artists. The live site has left my control and is now being updated by Low Earth Orbit. |
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Wretched-Excess Website (Contracted by Pookiedom) I was contracted to take an existing concept and make it work. I was given a rough navigation image and HTML code that only worked with MS Explorer. Click here to see what I started with. I did significant image manipulation and re-wrote the code, incorporating Javacript to enable the necessary image-swapping from an image map. Using the provided image and two other logos, I produced a splash page and sub-page template. The live site was filled in and is maintained by Pookiedom. |
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Dril-Quip Interactive Manual This company hired me to create a system for turning their paper manuals for deep-sea drilling into interactive Acrobat documents. I was responsible for developing the graphic interface, data organization and mass-production procedures, and later the training of other team members in use of the procedures. The example given here is an extremely simplified version that shows the feel of the interface, though certain features are less smooth or omitted due to browser compatibility generalization. If there are difficulties encountered with the PDF version (893k), here is a graphic representation (278k) of how the manual works. |