

Conceptualized and designed 4 original titles and
developed 8 additional titles with team from pre-production to ship. Leveraged multimedia skills to prototype, design, illustrate, animate and implement game art assets. We used a proprietary in house engine, using Photoshop to parse art and animated elements. I would meet regularly with Engineering to discuss and implement UI and UX improvements and new features to Bally's Standard UI HUD. This allowed me to design and animate a flexible multigame UI Platform which was usable on multiple digital formats.
After identifying silos amongst our internal mini studios and I create a new standardized production pipeline and best practices which improved efficiency for clone game, asset sharing and translations globally for the company. This also allowed me to identify technical and artistic needs within the company and organize training for over 100 global Artists and Animators. We also help creative meetings to create more diverse ideas, better communication between satellite studios and less turnover. I also scouted and onboarded new talent.





Proview and iDeck UI and UX Elements
When I created the Standards Team, I made it my mission to make our interface as flexible and inclusive as possible. We still made our fonts as flat pngs with delimiters, so I increased the font, font size and font color library by hand so our international players would have better UI. I did several Chinese language packs.
The artwork was refined and scaled up to HD, we increased our Proview types to include machine iterations like Stepper, V32. 22 and Jumbo screens.
Volume and Language buttons were added. You can see examples in games below.
iDeck and Proview on the Casino floor
Progressive Dot Meters and Font Standards
I also created font libraries for Progressive payout meters. This increased attraction to our products in many countries, like China, Canada, and South America and made our ability to connect with the customers stronger.
Multi-Game for multiple Cabinets
Below are examples of the animations and UI I designed for our Stepper and Video Multigame Platforms. Using iDeck and Proview as style guides, I was able to create a flexible platform that could be easily adapted for any Multigame Suite.