Sooth Deck app
Monte Cook Games had announced the release of an app to support their lavish tabletop RPG Invisible Sun — but details about the web implementation were sparse.
To quench my anticipation, I designed a prototype. This is a personal project, but demonstrates my sensibilities for native app design.
Invisible Sun: Monte Cook Games
iOS app concept (personal project), 2017
Sooth Deck app
As a personal project, I imagined an iOS app to support my favorite tabletop RPG.
Monte Cook Games had announced the release of an app to support their lavish tabletop RPG Invisible Sun — but details about the web implementation were sparse.
To quench my anticipation, I designed a prototype. This demonstrates my sensibilities for native app interaction design.
Invisible Sun: Monte Cook Games
an iOS app concept, 2017
Sooth Deck Motion Study (iOS)
A personal project, bringing to life the physical “Sooth Deck” from Monte Cook Games’ Invisible Sun as a native iOS app.
This prototype allows quick search and exploration of card imagery, symbolism, and mechanics.
(Invisible Sun trade dress: Monte Cook Games)
Bot Land
I designed the UX/UI and managed creative for this bot battler, including hiring a team of a half-dozen illustrators and animators and guiding them through concepting and production. The game was released on both desktop & mobile, requiring thoughtful adaptive UX across a wide range of screen sizes.
an indie game (Steam/iOS/Android), 2019
Designing customizable Bots
Bots needed to be expressive, while also fitting comfortably within the arena’s grid. I designed a customization system and a production process that allowed the artists to push compositions as far as possible — without breaking anything.
The Secret Cellar
Why (and how) are humans telling stories today?
With this question top-of-mind, I began conversations with artists, creators, and storytellers across various mediums.
Aesthetically nestled in a surreal speakeasy inspired by the setting of Monte Cook Games’ Invisible Sun, the show returned often to themes including game design, play, expression, hospitality, and self-reflection.
a podcast about story, 2018–2020
An eye, a keyhole, a cocktail… Look deeper still! What do you see?
Games, Stories & Community »
5 years
My strategic work at NAU was satisfying and mission-driven, but my creative heart kept pulling me back to side projects connected to my passion for games, stories, and community. In 2015, I led design and creative for the indie game Bot Land (shipped 2019). During that project, I decided to actively pursue narrative- and game-adjacent design work. I also started a podcast about modern storytelling and built a constellation of TTRPG community projects (a wiki-slash-lit-mag, a Twitch Actual Play, a weekly conversation space) surrounding Monte Cook Games’ products.
In 2021, I made “games” official: I was hired as Senior UX Designer by DoubleDown Interactive to establish UX design and research during a significant pivot to new genres and markets.
My strategic work at NAU was satisfying and mission-driven, but my creative heart kept pulling me back to side projects connected to my passion for games, stories, and community. In 2015, I led design and creative for the indie game Bot Land (shipped 2019). During that project, I decided to actively pursue narrative- and game-adjacent design work. I also started a podcast about modern storytelling and built a constellation of TTRPG community projects (a wiki-slash-lit-mag, a Twitch Actual Play, a weekly conversation space) surrounding Monte Cook Games’ products.
In 2021, I made “games” official: I was hired as Senior UX Designer by DoubleDown Interactive to establish UX design and research during a significant pivot to new genres and markets.
The Big Bluff
Himojo needed art produced in support of their creative direction and all of the UX/UI for a game-show style trivia competition.
My first shipped game! I acted as UX/UI designer and art director for this Vegas-themed online Flash trivia game in 2010. My previous experience with Flash allowed me to work closely with the developers as a technical artist in support of the game’s interaction design and animation.
The game featured a mix-and-match cosmetics system, and allowed players to travel to various casino settings as they competed in tournaments.
Illustrations: Mike Malbrough
a multiplayer trivia game, 2010
Across a decade working for the ITS Enterprise Information Services team at a state university, I designed dozens of custom enterprise applications serving NAU’s 30,000+ students, staff, and faculty.
I also founded and led the institution’s Experience Design and Research team, taking on Design Ops, Team Management, and Product Management roles.