
OLDE SPACESHIPPE
BIG SPACESHIP
I spent the first 15 years of my career at SPCSHP (back when it was big and still had vowels). Starting as a lowly designer, I cut my teeth on maximalist Flash websites, games, and apps that were all about pushing digital to its most absurd extremes. By the end of my run, I led the design team as the Group Design Director in projects big and small, countless pitches and hackdays, and regular photoshopped face mashups.
🛸 ROLES
3D DESIGN
ANIMATION
BRANDING
DESIGN DIRECTION
GAME DESIGN
GRAPHIC DESIGN
ILLUSTRATION
MOTION
UX & UI DESIGN
VIDEO EDITING
Some branding stuff, business cards, design team trading cards, pixel icon set
A staff visualizer created for the agency’s 10th anniversary. Messing with coworker’s faces was at least 50% of my job.
😭 I MISS THE FLASH AGE
Before UX or accessibility was a thing, before the figmatization of the world, before templates and best practices and icon packs - we created some of the weirdest, coolest, complex experiences with exquisite craft and originality.
A selection of some of the games I designed to promote movie launches. We developed and iterated on our own proprietary OMFG (Online Multiplayer Fighting Game) engine that allowed for turn-based and eventually realtime games with multiple players.
After Flash died, animation continued to be integral to everything I designed. Through pitches, hackdays and prototypes, I used motion to inform design and interactivity.
We had full freedom to create interactive interfaces and experiences where immersion was prioritized over conversion. No nav was ever used twice.