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Company: Marvelous AQL
Project: Ninja Warrior for iOS & Android
Role: Art Director
In addition to designing the UI and validating navigational framework, I directed efforts toward the study and focus testing of the size, placement and iconography of the UI in an effort to optimize monetization. Ninja Warrior reached #19 in top paid apps for iPhone in June of 2013. Other duties on Ninja Warrior included Managing the art team, setting core technical and aesthetic standards for the studio, and overseeing all internal and external art assets.
'Ninja Warrior' © (copyright) by Tokyo Broadcasting System Television, Inc. 'Ninja Warrior' - the mobile game and all related images are © (copyright) by Marvelous AQL
Company: Easley-Dunn Games
Title: Monster GridIron Football
Role: Lead Stats/Systems Designer
Monster GridIron Football is a an American Football tournament game currently in development for iOS and Android. My Focus on Monster GridIron Football is on designing football player statistics, team balance, opponent AI and game economy & monetization. The graphs above are the KPIs driving the in game monitization - key game play inputs can be modified to determine their direct effects upon the game economy.
Player Stats & Game Economy: MonsterBallStats_v14.2.xlsm
Monster Gridiron GDD: MonsterBall_GDD_1.2.docx
'Monster GridIron Football' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Heavy Iron Studios
Title: UP
Role: Lead UI/UX Artist
This is the HUD (Head-Up Display) concept created for 'The Incredibles 2: Rise of the Underminer' 2005. I Conceived, animated and scripted the UI using proprietary software. The biggest challenge was to create a visual language that supported cooperative gameplay for solo or multi-player and also supported hot-swapping roles and allowing instant player add/drop. I designed, scripted and validated all UI mechanics and navigational framework. Additionally I assisted with additional environmental art support.
Event Scripting 50%
Environments & Visual FX 50%
UI Design 100%
HUD Scripting 100%
'The Incredibles' © (copyright) by Disney/Pixar. 'The Incredibles: Rise of the Underminer'- the Video Game and all related images are © (copyright) by THQ, Inc.
Company: Innovative Leisure
Project: Draconus Rex - iOS / Android
Role: Design Consultant
I consulted with Innovative leisure to balance the creature stats and author the in-game monitization. I created interactive graphs that exposed matchup imbalance and directed design efforts of the in monitization strategy. Draconus Rex was a live, 3D, simultaneous turned-based action-strategy game that can be played in realtime or over several days over a dedicated server network. As you compete with your dragons, they will gain experience and attain new levels. You can improve their strength and power, or teach them new skills, tailoring their abilities to suit your own fighting style.
Gameplay: https://www.youtube.com/watch?v=CRIRbAs4Lc8
Monitization Analysis: https://drive.google.com/open?id=0B3LnqAyNG_MDTTQ0cmFTTVFySDA
'Draconus Rex' the mobile game and all related images are © (copyright) 2014 by Innovative Leisure Inc.
Company: Google & Niantic Labs
Project: Transportopia
Role: UI/UX Consultant
A joint venture with Google and Niantic Labs to make a location-based mobile game that allowed people to learn about Los Angeles and its history of Film Noir by solving a virtual whodunnit while physically touring the city. I designed the UI logic and artistic look and feel.
'Transportopia' and all related images are © (copyright) by Google and Niantic Labs
Company: Easley-Dunn Games
Title: Wyldstyle Basketball
Role: Lead Systems Designer
Wyldstyle Basketball is a basketball tournament game currently in development for iOS and Android. My Focus on Wyldstyle Basketball is on designing the core basketball experience, opponent AI and monetization. The decision trees above measure action based upon probabilities derived from historical statistical averages gathered from the National Basketball Association. The graphs above are visual representations of the math driving the opponent AI for the purpose of interactive game balance - these can be rapidly modified based upon numerous factors including distance from the basket, time remaining on the shot clock, time remaining in the quarter and individual player stats.
Player Stats & Monetization: Hoops3D_Stats_1.7.22.xlsx
'Wyldstyle Basketball' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Cold Dish, LLC & Illuminated Entertainment.
Title: Rubber Bandito
Role: Art Director
I designed these HUD and Menu elements for Rubber Bandito, iOS and Android. The game featured 5 fully playable environments, 25 levels and cinematic cut-scenes. In my Art Director role, I was responsible for leading the user interface team, validating navigational framework, addressing technical requirement and localization standards, and overseeing all art assets. As a founding partner, I recruited and directed a team of 15 developers with overall responsibility for schedule and milestones. I created production pipeline to manage external development for decentralized members of the team.
'Rubber Bandito' and all characters are © (copyright) 2012 by Cold Dish, LLC & Illuminated Entertainment.
Company: Easley-Dunn Games
Title: Wyldstyle Basketball
Role: Lead Systems Designer
Wyldstyle Basketball is a basketball tournament game currently in development for iOS and Android. My Focus on Wyldstyle Basketball is on designing the core basketball experience, opponent AI and monetization. The decision trees above measure action based upon probabilities derived from historical statistical averages gathered from the National Basketball Association. The graphs above are visual representations of the math driving the opponent AI for the purpose of interactive game balance - these can be rapidly modified based upon numerous factors including distance from the basket, time remaining on the shot clock, time remaining in the quarter and individual player stats.
Player Stats & Monetization: Hoops3D_Stats_1.7.22.xlsx
'Wyldstyle Basketball' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Heavy Iron Studios
Title: Ratatouille
Role: Lead UI/UX Artist
This is the Skinner's Office Level in Ratatouille. I served as the UI Lead and FX designer on Ratatouille which shipped in Spring of 2007. A particularly interesting challenge was that we shipped this game during the TV industry's transition to HD, so we had to constrain Gameplay to a 4:3 aspect ratio and create a UI that could swap between a 4:3 aspect ratio (pictured above) and a 16:9 aspect ratio.
Contributions:
Event Scripting 50%
Visual FX 50%
UI Design 100%
HUD Scripting 100%
'Ratatouille' © (copyright) by Walt Disney Pictures. 'Ratatouille' - the game and all images are © (copyright) by THQ , Inc.
Company: Easley-Dunn Games
Title: Robot Race
Role: Lead Producer
As a Designer for Robot Race, I focused on racing balance and course challenges. Each world has three levels of difficulty and also contains a variable speed mechanic that keeps the races close and exciting, without creating any unfair handicaps. Additionally I created an analytics system to measure and improve customer acquisition and monetization. I also served in the role of technical artist, addressing technical requirements and localization standards, and overseeing the integration of all art assets. As of Oct 2019, Robot Race ranks #850 top grossing racing game and averages 1000+ Monthly downloads in 155 territories.
'Lead Producer' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Heavy Iron Studios
Title: Scooby Doo!: Night of 100 Frights
Role: Lead Character Artist
For Scooby Doo!: Night of 100 Frights, in addition to developing most UI scripting and assets, I was also the lead character and environment artist.
User Interface 75%
Characters: 100%
Lighting: 100%
Level Design: 50%
'Scooby-Doo' is a registered trademark of Hanna Barbera / Warner Bros. Television. The 'Scooby-Doo' logo and all characters from the television series are © (copyright) by Hanna Barbera / Warner Bros. Television. 'Scooby-Doo: Night of 100 Frights' and all images are © (copyright) by THQ , Inc.
All images, scripts, content and intellectual property (unless otherwise noted) Copyright © 2007, 2018 by St.John Colon. All rights reserved.
Company: Cold Dish, LLC & Illuminated Entertainment.
Title: Rubber Bandito
Role: Art Director
I designed these HUD and Menu elements for Rubber Bandito, iOS and Android. The game featured 5 fully playable environments, 25 levels and cinematic cut-scenes. In my Art Director role, I was responsible for leading the user interface team, validating navigational framework, addressing technical requirement and localization standards, and overseeing all art assets. As a founding partner, I recruited and directed a team of 15 developers with overall responsibility for schedule and milestones. I created production pipeline to manage external development for decentralized members of the team.
'Rubber Bandito' and all characters are © (copyright) 2012 by Cold Dish, LLC & Illuminated Entertainment.