
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.
πΈ 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 agencyβs 10th anniversary. Messing with coworkerβs faces was at least 50% of my job.
π 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.