Mobile Apps

Over 8 years adapting to the constant changes and challenges inherent in this platform.

Designing For Mobile

Designing for mobile presents it's set of challenges but also so many awesome opportunities. The mobile audience interacts with the product in different or more engaging ways.

Whether using the accelerometer to rotate a puzzle grid or GPS location to provide other players to interact with understanding the technology and how to use it empowering. Understanding our audience and how and when they interact with our games helped determing what orientation should be used.

Developing for a smaller screen and a UX that accounts for one hand use requires flexibility in imagination and implementation. I've never stopped absorbing the new trends or user behavior/psychology in improving on designs and user interactions.

DESIGN

I lead the mobile initiative designing or reviewing designs for all our mobile products in Xcode and Unity 3D.

UX/UI Design

Used paper & pencil sketches, wireframes and prototypes to funnel users to key features and game experiences.

Management

I managed cross-functional teams in the execution of design from the concept stage all the way throught release.

QBeez

Xcode port of the hit match 2 game and released as a premium game title.

Word Up

Xcode port of our hit word game and released as a premium game title.

Gutterball

Flagship 3D bowling game averaging over 20,000 download a day for over a year.

Daily Mah Jong

Daily content freemium game with high conversion and retention numbers.

Undead Tidings

Holiday themed game that provided a cool take on the centipede mechanic.

Ballot Boxer

Free game centered on the 2012 presidental election to acquire users.

Spanksgiving

Free holiday themed app used to cross-promote other products.

Whack O'Lantern

Free holiday themed app used to cross-promote other products.


Find it on ...