Jewel Quest Frenzy

Jewel Quest Frenzy — iWin, 2010 — Artist

I was brought in to help bring a new, more accessible look to the Jewel Quest Franchise, There were more restrictions than time, but we did ok.

Party Resort

Party Resort — iWin, 2010 — Art Director

Party resort was one of iWin's first forays into Social games development. We took the look of Coconut Queen, trimmed it down to fit into a vector world, plugged in half of the mechanics from Hotel iWin and experimented with the fresh buffet of features popular on Facebook at the time. In addition to managing our widely spread art team; the environments, UI and logo design were my responsibilities.

Coconut Queen

Coconut Queen — iWin, 2009 — Art Director

Coconut Queen was a pleasure to make. Sure, it had its ups and downs, but we crafted a really fun, campy style, supplemented it with an excellent story, and created a great game. I touched a little bit of everything during production... the extra ingredient was love.

Garden Defense

Garden Defense — iWin, 2008 — Art Director

Garden Defense was my first project with iWin. It was a heady time where we were charged with starting a Seattle studio for the San Francisco based company. We had recruited a small army of interns from the Art Institute and had embarked on creating a fun and attractive game which also had something almost resembling a full length cartoon. I did a lot of story boards and character designs, created all of the background environments, and modeled and animated the original gnome prop. It was an ambitious project done on a short timeline and the results were very satisfying. We couldn't have done it without our fabulous art team, from veteran animators to artists still working their way through school.

Tradewinds Caravans

Tradewinds Caravans — Sandlot Games, 2007 — Initial Art Director

I was art director on this project for several months and helped establish the intial art style. I'm very happy that much of that initial style stuck. The art team was part of Sandlot's St. Petersburg office and was completely full to the brim with talent. Working with this group taught me a lot about the value of speaking in pictures and good tea.

Cake Mania 2

Cake Mania 2 — Sandlot Games, 2007 — Senior Art Director

As Sandlot was busy on several games during this time, I was fortunate to be able to provide a light hand on this one. I provided guidance and feedback on what the art lead and the team was doing, for the first few months of development before I left the company.

Cake Mania

Cake Mania — Sandlot Games, 2006 — Art Director

Cake Mania was Sandlot's first award winning game, receiving Yahoo 2006 Casual Game of the Year as well as the i-Parenting Media Award. This game was our attempt to hit the Time Management genre and it seems we did pretty well. We worked very closely with our Russian friends on making this as fun and attractive as it turned out to be.

Westward

Westward — Sandlot Games, 2006 — Art Director

This game was developed during a great time at Sandlot. The company was growing and we had overcome many of the initial obstacles that a small startup must face. And so, we brought on two fabulous in-house artists to help us make bigger and more beautiful games. With the four extra hands and incredibly creative minds, we were able to step up our efforts and create some great looking games.

Archive Under Construction

  • Super Granny 3
  • Tradewinds Legends: Unlikely Heroes
  • Word Monaco
  • Tradewinds Legends
  • Glyph
  • Granny in Paradise
  • Incrediball
  • Dragonmaze
  • Slyder Adventures
  • Barnyard Invasion
  • Tradewinds 2
  • Ballistik
  • Snailmail
  • Super Granny
  • Syper Slyder
  • Tradewinds
  • Orbital
  • Slyder
  • Honeycomb
  • Excavation
  • Tron 2.0
  • Aliens vs Predator 2
  • Tex Atomic's Big Bot Battles
  • No One Lives Forever
  • Sanity: Aiken's Artifact
  • Gruntz
  • Shogo
  • Blood 2: The Chosen
  • Get Medieval
  • Captain Claw