A UI Tour De Force.
Sprung Studios + EA Bioware | 2019

UX UI Director.
There was so much content to create that I was a fully hands on designer to support the efforts of my team to hit our deadlines.
I’ve often said that its impossible for the UX UI Director to ever by hands off; more so in my case, where I had a young team with no experience in games outside of being fans or working in the same agency.
The best way to teach is to show, and the best way to win is together.
Developing UI visual language.
In terms of guidance, the style guide, created by Territory Studio was the starting point for me and my team.
The most notable element, and biggest pain point was the diagonal slash. This was a much loved motif and my team and I made every effort to retain its charm, while accommodating the sheer amount of complexity needed on each screen.
The final result, achieved through much struggle and compromise, it an front end aesthetic that can never be mistaken for anything other than Anthem.

Developing UI visual language.
In terms of guidance, the style guide, created by Territory Studio was the starting point for me and my team.




Part of the team in a big way.
The collaboration between EA Bioware and my team was such that we were able to influence the lore of Anthem itself, through the design of these Legionnaire Capstones.
Awarded as part of the End of Mission sequence (shown above), the client loved them so much they added the use of bows into the lore of Anthem.
This was a source of great pride for me.

Above & Beyond
Another innovation was to apply the Anthem Aesthetic to a standalone mobile app.
The app would help players schedule raids, manage clans and customize the public image of clan exploits.
The app was never fully developed, even though the entire experience was designed by me+ team.











