Release Year: 2017
Engine: Studio
Background:
After the success of Game of War and Mobile Strike, MZ collaborated with Square Enix to create a reskin of their previous games with the Final Fantasy IP.
Role: UI Lead
- Managed the UI team to achieve consistency throughout the UI while maintaining the aesthetics of the IP.
- Created style guides, and provided feedback to the team and outsourcing vendor in China.
- Documented all new and legacy assets to better communicate with other teams, cleanup pipeline and record keeping.
- Hands on UI/UX work including wireframes, game flow, UI art, animations, icons, banners, etc.
- Distributed all incoming UI related bugs and issues to the team and other departments.
- Optimized and cleanup of all pre-existing to downsize game and increase performance.
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Release Year: 2015
Engine: Unity
Background:
By 2015, there were over 300million Dragon Village card packs sold in Korea alone. We thought it was a good time for us to to create a card based strategy game. Players build a deck of cards that elevates the attributes of each character to fight other players.
Role: Creative Director
- Directed the creative vision, look and feel of the mobile version as well as the physical version of the game.
- Managed a team of 3D designers, 2D concept designers, SFX specialists, UI artists.
- Hands on wireframes, game flow, UI art, marketing art, video, voice recordings, English translations etc.
- Visual direction of the campaign at the Global Game Exhibition, G-Star 2014.
Release Year: 2014
Engine: Cocos 2DX
Background:
This is the first MORPG released at Highbrow. We were constantly looking to expand our user base demographics and we liked the idea of the raid system in online RPGs. Players create a room to gather up to 5 team members to fight monsters in various dungeons.
Role: Creative Director
- Directed the creative vision and contributed to the look and feel of the game.
- hands on UX, UI art, character concepts, environment illustrations, marketing art/brand, translations.
- led team of 3D designers, SFX specialists, UI designers, 2D environment designers.
*Featured in Googleplay, Apple store, iTunes
I thoroughly enjoy getting my hands on creating game art which includes but are not limited to character/environment concepts, UI art, logos, marketing art, animation, etc. With the images I create, I work with the art director to create art bibles that shows the visual direction of the game. Sometimes one image explains a whole lot more than just mood boards and references.
Documentation not only serve as the backbone of the development process, but also helps better communicate information between departments which makes the process more efficient.
I’ve created various documents including technical documents, wireframes, flowcharts, style guides, etc.
These are only a small sample and I would love to share more, but most of the ownership goes to the respective companies.
In 2015, as Highbrow's business model shifted to place an emphasis on it's hit IP - The Dragon Village series. I redesigned the Highbrow website that is more informative about the IP and encourage more connection with our users and business partners.
Release Year: 2013
Engine: Cocos 2DX
Background:
A sequel of the popular game Dragon Village 1. We wanted to upgrade the overall gaming experience of the original. We separated the story line to operate both games.
Role: Creative Director
- Directed the creative vision and contributed to the look and feel of the game.
- Managed a team of 2D character designers, environment designers, animators, UI artists.
- Hands on UX, UI art, wireframes, gameflow, environment art, animation.
*Featured in Googleplay
Release Year: 2016
Engine: Unity
Role: Creative Director
- Product Management which includes scheduling for Engineers and Designers.
- Directed the creative vision and contributed to the look and feel of the game.
- Led team of 3D designers, Unity engineers, SFX specialists, UI designers.
- Hands on UX, UI art, character concepts.
Year: 2012~2015
As a Creative Director at Highbrow, I participated in the visual and interactive direction of marketing campaigns in various media from in-game advertisements, email, offline advertisements, game conventions, etc. Our main goal was to expand the IP's online and offline presence to our target audience who were children and low teens.
Release Year: 2015
Engine: Unity
Role: Creative Director
- Direction of the creative vision and contributed to the look and feel of the game.
- Led team of one 3D designer, one SFX designer.
- Hands on UX, UI art, animation.
Release Year: 2015
Engine: Unity
Role: Creative Director
- Product Management
- Directed the creative vision and contributed to the look and feel of the game.
- Led team of one designer, and a Unity engineer.
- Hands on UX, UI art, animation, game design.