By creating a flash prototype of the hierarchical menu UI I was able to quickly make changes and speed up the approval process when turn around time was very critical and making change in game was very time consuming and expensive.
The goal was to create a visually engaging user interface that was easy to use. Graphical clutter was an important element of the look and feel, but it had to be added in a way that would not confuse the user.
This was a visual target for the loading screen in Prostreet. Since it is one of the first screens that the user sees, it had an important roll of establishing a look and feel of the rest of the user interface.
Many visual effects had to be simplified and compromised in the final product because of technical limitations. However it was important to establish a good target that the artist was aiming for.
EA : Need For Speed World - Mouse Steering Wireframe
Kabam : Fast & Furious Legacy
EA : Need For Speed - Dual Mode Paper Wireframe
CBC Television : Z3 Wireframe
NFB : Test Tube - iOS project
Loud Crow : Marvel Avengers - Iron Man Mark VII
2007 Demo Reel
Gemini Awards : Art Direction and Motion Graphics