Smithsonian for View-Master VR
Experience history and watch it unfold as a you become a museum curator for Smithsonian! Inspired by the Air & Space Museum, Natural History Museum and American History Museum, build your own virtual exhibits and bring them to reality.
A project for Mattel while I was art director at Otherworld Interactive, I was responsible for the creation of the Smithsonian robot pal, from his overall design to the diegetic UI system on him. I also modeled and textured him in Maya. You can check out a YouTuber's stream of the gameplay here.
Role
Art Director, UI Designer/Artist
Toolkit
Photoshop, Maya
Date
2016
California!
California! is a digital interactive textbook for 4th graders in California concerning state history. The project was a collaboration with the Huntington Library and the History department at USC.
I was the co-designer and lead artist on the project, which went through a process of prototyping, testing several innovative interaction mechanics, brainstorming games that enhance the curriculum, and playtesting with children in a controlled testing environment.
Role
Co-designer, Lead Artist
Toolkit
Balsamiq, POP (wireframe link), Photoshop, Unity3D
Date
February 2015-May 2016
Talkietone
I'm throwing this project in here because although just a simple platformer, it's 1) the first digital "complete" game I ever created and 2) I'm a sucker for history, and working on this original game idea has been one of my favorite projects ever. Talkietone is a simple 2D pixel platformer created in Unity during my time at USC.
I was the lead designer, artist, and co-programmer. The unique mechanic was using a "talkietone", an invented contraption that revealed new platforms to hop around on, to switch between the black and white world and the color world. The setting is historical transition between b+w/color cinema and the starlets and stars caught between this difficult time in film history.
Role
Lead Designer/Artist, Co-programmer
Toolkit
Photoshop, Unity3D, C#
Date
Spring 2014
Psychic
PSYCHIC: Purrivate Eye is a single player game that is equal parts Saturday morning cartoon and Choose-Your-Own-Adventure. Play as telepathic detective duo John Hollis and his cat sidekick Devo to search for a missing reality star who holds the cure to a deadly mind-altering Internet meme.
Developed for mobile devices and native TV platforms, Psychic creates a TV-like game experience. I was the art director and UI designer/artist on the team, lead by my talented classmate and friend, Ascot Smith. I designed the primary UI systems and lead a small team of artists and animators in maintaining the art style, for which I created a guide.
Role
Art Director, UI Designer/Artist
Toolkit
Photoshop
Date
2015-16
VH1 App + mtvU
As a part of the MTV and VH1 Digital Design team, I worked alongside the VH1 art director for the VH1 mobile app. In 2013, VH1 had just gone through a major re-branding and thus, the mobile app had to be completely revamped. I animated fun options for the splash screen and options for menu navigation transitions, as well as assisted in designing and drafting overall compositions of each screen of the app. Worked primarily in Photoshop, for design and animation, After Effects, and Illustrator. I participated in weekly critiques for in-progress work.
In addition to department work, as a part of a team of four others, we pitched a business idea for the Music Group (MTV/VH1/CMT/LOGO). We created a responsive web design for the group's project idea, mtvU Mascot, which was essentially a social music platform targeted towards Millennials. I worked heavily with all design aspects of the project with a heavy focus on the UX/UI design of the product.
Role
UI Designer/Artist
Toolkit
Photoshop, Illustrator, After Effects
Date
2013
Stone Soup
Stone Soup was a fellow peers, Anna Lotko's, graduate thesis at USC. On the project, I was the UI designer, and I'm including it in my portfolio because it's one of my favorite projects I've ever worked on. It's one of my earliest forays into UI design and Anna was an amazing mentor to me. I also did a few illustrations (which you can see below) when our illustrator needed additional help.
This game takes the centuries-old folktale of Stone Soup and presents it through a new kind of interactive storytelling. Meant to be played by a parent and their child, as the child follows the story on their iPad, the parent also interacts with it using their iPhone or iPod Touch by, for example, tipping the handheld device to make salt pour into the soup on the iPad, or through other tasks. Anna labelled this type of game a “story pop”, which basically means interactive stories designed to be used on two devices, allowing a parent and child or two siblings to experience the story together.
Role
UI Designer/Artist, Back-up Illustrator
Toolkit
Photoshop, Balsamiq
Date
2014
Southland
Southland was my graduate thesis at USC and I was director. I lead a team of three other people. In addition to being the director, I also art directed my own projected and designed the entire flow.
This is a Google Cardboard based VR exploration of historical, forgotten aspects of Los Angeles as seen through the perspective of driving in a car. It consists of two vignettes that are accessed from the same lobby. In the first vignette, the player drives through the Figueroa Tunnels on the 110 freeway and revisits the cycleway that had previously been built there. The second vignette is about driving through the dry lake beds of the Angeles National Forest caused by the drought. This experience ultimately encourages appreciation of the layered quality of Los Angeles and allows the past to meet the present through an interactive medium.
Role
Project Lead, UI Designer, Art Director
Toolkit
Unity, Photoshop
Date
2015-16
AAL Founding Website
The Army Applications Laboratory (AAL) was established in 2018 to act as a concierge service across the Army’s Future Force Modernization Enterprise and the broader commercial marketplace of ideas. If you have a new idea to address one of the Army’s modernization challenges, you can submit it to AAL for consideration and the chance to work together to solve it.
AAL approached ICT for assistance with designing their first website, which would feature a main one-page and an extensive application form for submitting ideas to the AAL for funding. As the sole designer on the project, I gained an understanding of what the client wanted for the website, and designed with that in mind. I started with pencil and paper, then designed and presented prototypes in Adobe XD. We went through various iterations, perfecting the prototype until we arrived to the final website today.
Role
UI Designer
Toolkit
Paper & pencil, XD
Date
2019
Squawk!
Squawk! was a local multiplayer VR game developed for the Oculus Rift DK1, the first headset created by Oculus, by myself and my wonderful classmate and friend, Steve Cha. It was an ambitious project the both of us were really proud of. Steve and I I devoted a 4-month sprint to creating a two player virtual reality experience that captured the frustration and joy of losing, and finding, one's family... as penguins.
All the penguins look alike, so players must find each other by squawking around. The two players, as a mom penguin and a baby penguin, must find each other before sundown. Squawk! won first place at a Disney-sponsored student VR showcase at USC for the best game category.
Role
Co-designer, Lead Artist
Toolkit
Unity, Maya, Photoshop
Date
2015
Octobo
Octobo is the first smart plush that learns and grows with your child! It’ll be your child’s favorite learning companion that enhances a new pattern of play through multi-media engagement. Transform mindless screen time into meaningful, active play time!
From August 2017 to March 2019, I was Octobo's art director. During that time, we launched a Kickstarter which was fully funded. I designed the new Octobo logo, was responsible for UX flows and the creation of UI assets for the app, and managed a small team of animators and artists. I also created marketing assets (including what is seen on the Kickstarter).
Octobo is a huge, ambitious, adorable project that started as my classmate's,Yuting Su's, thesis project during our time at USC. Since then, it has grown to become a business (thinker-tinker).
Role
Art Director, UI Designer
Toolkit
Photoshop, Illustrator, After Effects
Date
2017-19
D-Bug
One of my first forays into the world of game design, 5 classmates and I spent three months in Scotland as part of the Dare to be Digital Competition developing a 2D puzzle platformer for tablets.
Button is a spunky handheld system who is in danger - there are bugs in his system! Use Button's custom interfaces to control these bugs and find your way through his circuit-board world - and get back the heart chip that they stole from him!
I was the character artist for the main character, Button. I was responsible for all his facial expressions and animations. I utilized the animation system in Unity completely to create all facial states for him.
Role
Character Artist
Toolkit
After Effects, Photoshop, Unity
Date
2014
SciTech Futures
The Science and Technology Futures Initiative (SciTech Futures) is a research project that helps Army leaders ideate in the science and tech space while identifying blind spots in Army planning. The overall project consists of three main thrusts:
- Online collaborative ideation platform and exercises
- In-person workshops
- Compelling narrative storytelling
I was brought on the Futures team as their first official in-house designer and artist. My primary task was to revamp the entire site: the goal was to create a more social media-like experience on the platform. The website in its original state had become outdated and the team had identified a few areas that would benefit from re-design. I more clearly color-coordinated the three different buckets of the site so it was clear what section the user was working in (Imaginarium, Workshop, and Marketplace buckets became Create, Collaborate, and Invest) while more seamlessly connecting them with each other.
Role
UI/UX Designer
Toolkit
Photoshop, XD
Date
2018-present
Random Graphics
Collecting an assortment of graphics, both still and in motion, that I've done throughout the course of my career. This will be continuously updated.