In this section you will find sample screenshots from my user interface work, you can easily access any of the screenshot galleries by following the links below.
Empires & Allies, the critically acclaimed modern-military strategy game that puts the weapons of today's armies at your fingertips, in a battle for control of the globe.
I had the opportunity to join the E&A team more than a year before the worlwide release for the game, and this allowed me to contribute vastly to the development of the game UI throught mockups, creating new art assets, and implementation in UNITY. While the game was not a huge financial success, it maintains a solid 4+ star rating on both Google and Apple app stores.
Dragons of Atlantis is one of Kabam's biggest franchises, generating more than $100 million in gross revenue in less than three years.
During my time in this project I was responsible for the visual re-design of the User Interface followed by designing the U.I. for many new systems including Dragon Breeding, Dragon Enchanting and a new chance wheel mini-game.
Star Trek Online: Explore strange new worlds and seek out new life and new civilizations in a vast, expanding universe.
Star Trek Online was my second professional game release. I began working on it immediately after launching Champions Online and if you ask anybody in the industry they will tell you how crazy we were for launching TWO MMO's consecutively within a span of only five months. I am responsible for a large part of the user interface including the window kits, most widgets, mouse cursors, loading screens, the in-game store and a number of other interface systems. At the time of release there were two UI themes: Federation and Klingon.
Champions Online: A high-action, totally customizable, superhero massively multiplayer online role playing game based on the Champions RPG.
Champions Online will always hold a special place for me as it marked my entry into the video game industry. With very few exceptions all User Interface art assets were created by me and I conceptualized and designed the larger part of the rather complex character/costume creator and then worked alongside the User Experience lead to refine and polish it - this for me remains quite an achievement considering very few - if any - other character creators have come close to the level of detail and functionality we delivered for Champions Online.
Champions Online Free For All marked the transition to a Free-To-Play model but more importantly it was an opportunity for us to go back and improve the game quite significantly - a rare opportunity in the fast moving game industry.
The Mirage UI for Age of Conan was the second third party modification for Age of Conan released and since then it has remained the top most downloaded and popular modification for Age of Conan. A large reason for it's success is a different design approach in which I decided to maintain the game's default interface appearance as much as possible and focus on added functionality based on user feedback through the game official forums, this modification is primarily about added functionality and an improved user interaction.
The game Age of Conan supports user modifications at a very limited level, there is not even a standard file version used throughout the many XML definition files and every patch users must figure out which files changed version and to which, the developers are based on Norway and support for the mod community in North America has been nil to date making it a very frustrating and tedius project to work on, never the less I managed to attain actual interface dynamic changes through much trial and error and the community response makes all the work worthwhile as they tend to be very supportive.
The interface adds two static shortcut bars with 17 buttons each fixed above the main shortcut bar, a brand new larger group and pet window, enhances the display of buffs and debuffs and makes the friends and guild list easier to read. All of this without removing any functionality to the existing default user interface. Based on popular demand it includes a total of five variations: 4-Bars, 3-Bars, 2-Bars, 3-Bars-Small and 2-Bars-Small.
The name for this user interface comes from the Lord of the Rings lore. In J. R. R. Tolkien's Middle-earth, the Rohirrim were a horse people, settling in the land of Rohan, named after them. The name is Sindarin for People of the Horse-lords (sometimes translated simply as Horse-lords) and was mostly used by outsiders: the name they had for themselves was Eorlingas, after their king Eorl the Young who had first brought them to Rohan. Forth Eorlingas!
Eorlingas is my personal favorite project in large part for this one being the first in which I compensated for my lack of concept artwork by doing vast research into the many sources of lore and art for Middle-Earth resulting in a large amount of material that I used as inspiration for the artistic rendition of the Rohirrim, to date this is the interface for which I am the most proud as it took many sleepless nights, revisions and even a complete remake of the theme (you can see the original version 1.1 screenshots in the gallery), this one is close to five hundred individual images and I created four variations to the theme.
There are many limitations to working with The Lord of the Rings Online game engine as a third party developer, like in most games there is no access to the API and I found myself very limited in what could be accomplished, however access to the XML definitions and most of the graphical assets does allow for enough flexibility to make artistic changes and some minor design changes.
Eorlingas has been continously voted the second best user interface for the game since release by the online community, the top favorite is my other interface for LOTRO: Durin's Folk.
The name for this user interface comes from the Lord of the Rings lore. In J. R. R. Tolkien's Middle-earth, Durin is one of the seven first Dwarves, he founded Khazad-dûm (later called Moria by the Elves after falling to the Balrog), his lineage carries all the way down to Thorin II Oakenshield (The Hobbit) and even Gimli. Durin's Folk are also known as the "Longbeards".
Durin's Folk was my first interface for LOTRO and was released soon after the game's release, since then it has remained the most downloaded and highly rated theme by the online community, this theme is about Dwarves and their love of stonework, ore, gems and of course axes!
Any form of official support for user modifications from game developers is a very rare thing in the video game industry, but even with all the adversity and difficulties involved in creating a free third party add-on without any official tools these user made modifications continue to extend the life of games and some very wise person in Blizzard Entertainment noticed this because World of Warcraft is the only MMO to be designed with full support for modifications to date. Many developers and publishers are trying to figure out how to make an MMO as succesful as World of Warcraft but very few seem to pay attention to the fact that the user interface plays a large part in retaining users in World of Warcraft as it has offered an open and dedicated API with full continued support for the mod community since the day the game was released.
I can not recount how many users of my interface for World of Warcraft have pointed out that they would have left the game long ago had it not been for the many interface modifications that enhance the game appearance and functionality. Clearly third party add-ons are a very important part of retaining a subscriber base and in MMO's that is critical to the game's ongoing success. I truly wish more developers will notice this trend and follow up on blizzard's footsteps as it also builds up a stronger and closer online community for the game.
In World of Warcraft there are very few limitations to what can be accomplished with the user interface and there are literally thousands of user modifications out there which can make it a very daunting experience for users to find what they are looking for. On top of that, the many different programming styles can cause some very amusing if not downright game breaking results when you combine add-ons programmed by many different individuals.
Because of this, very shortly after the game release in late 2004 I began my work on the "Insomniax Recompilation", initially conceived as a compilation it became clear to me that a lot of work was needed to get all the add-ons to work together properly and then some more to establish an uniform theme and an easy initial setup for users. Before I knew it I was knee deep into LUA reverse engineering other authors abandoned works to get them to work properly and to keep them up to date. Not long after that I began writing my own LUA modifications and adding hundreds of custom graphical assets to compliment the package.
The last version of the compilation was named the "Mirage UI for World of Warcraft" and contained over 3,700 files which became a daunting project to manage, but never the less I have continuosly updated the project even going to lenghts such as creating my own forums at LedMirage.net to offer users technical support, an alternate download site and provide them with a place to offer feedback and exchange ideas.
My work with the World of Warcraft user interface spanned over four years, many add-ons coded in LUA using layouts in XML, hundreds of custom icons, buttons, frames, bars and background textures and a continously evolving interface package based on the current community trends and preferences. The Insomniax Recompilation reached well over a million downloads on one website alone before the game's first expansion was released and the community that has developed around it provided feedback, suggestions and encouragement for me to continue work on this project.
The Mechwarrior 4 game engine did not provide any support for user modifications, however thanks to a few brave users that managed to reverse engineer parts of the game, modifications became a reality. This was my attempt to sharpen the HUD graphics which were carried over into Mechwarrior 4 Mercenaries from the original game which had all of the HUD elements crammed into a single 256x256 tga file, I managed to increase the resolution to 512x512 and inherently had to redraw everything for it, I also made positional and design tweaks to improve the accuracy of the aiming reticle down to the exact pixel as the original HUD reticle was offset by a number of pixels.
Being my first endeavor in user interface modifications I am very proud of what I accomplished with this interface by improving vastly on the feel, appearance and functionality of the original game interface. The "Terminal" interface remained one of the top rated online community modifications from its release until long after my departure from Anarchy Online in 2003.
The game used an image format for the interface that offered no alpha channels for transparency and instead used a specific RGB value to make the pixels transparent, this led to a great deal of creative ways to offset the complete lack of anti-aliasing on the interface. I also created a custom font for use in the game without an alpha channel and provided a pixel accurate world map for which I spent weeks mapping out coordinates and relating them to pixel positions.