Avatar - Frontiers of Pandora - From The Ashes

From The Ashes is an expansion for Avatar - Frontiers of Pandora that was released on December 19th, 2025. After shipping Star Wars Outlaws, I returned to the Avatar team to ship From The Ashes.


Star Wars - Outlaws

Star Wars Outlaws is a 3rd person action-adventure game developed by Massive Entertainment/Ubisoft, released on August 30th 2024. I joined the project one year before shipping, after completing my work on Avatar - Frontiers of Pandora.

As Senior UX Designer, I was responsible for:

  • Making flowcharts and wireframes and documenting the UI/UX design for UI artists, technical artists and programmers
  • For features I was the feature owner of:
    • Planning and setting goals, running daily/weekly standups
    • Reviewing UI/UX with leads and stakeholders
  • I was the feature owner of all accessibility features
    • For this, I was nominated for the MVP Award for Unsung Hero at the Global Accessibility Conference Awards
    • Star Wars Outlaws won several awards at the Global Accessibility Conference Awards
      • AAA Excellence
      • Best Deaf & Hard of Hearing Accessibility
      • Most Dedicated Published (Ubisoft)

Avatar - Frontiers of Pandora

Avatar - Frontiers of Pandora is a 1st and 3rd person action-adventure game developed by Massive Entertainment/Ubisoft, released on December 17th 2023

As Senior UX Designer, I was responsible for:

  • Making flowcharts and wireframes and documenting the UI/UX design for UI artists, technical artists and programmers
  • For features I was the feature owner of:
    • Planning and setting goals, running daily/weekly standups
    • Accessibility designs
    • Reviewing UI/UX with leads and stakeholders

Hood: Outlaws & Legends

Hood: Outlaws & Legends is a 3rd person multiplayer game developed by Sumo Newcastle and published by Focus Home Interactive, released on May 10th 2021.

As the Senior UX Designer at Sumo Newcastle, I was responsible for:

  • Making flowcharts and wireframes and documenting the UI/UX design for artists and programmers
  • Planning and setting goals for the UI team
  • Reviewing UI/UX with the Creative Director and gameplay team
  • Helping implement the UI in Unreal Engine

UI art by Phil Nixon


EVE: Valkyrie Warzone

EVE: Valkyrie Warzone was developed by CCP Games and released on Oculus VR, Playstation VR, HTC Vive and Steam

As UI designer at CCP Newcastle, I was responsible for:

  • Making sure the VR UI from the launch game was usable on non-VR displays
  • A new layout for UI elements in all ship cockpits that would work on VR and non-VR displays
  • A new Ship Select screen
  • A new Modification unlock screen
  • Overhauling the Hangar to incorporate the new ships
  • Updating existing menus to incorporate the new content for Warzone
  • Making flowcharts and wireframes and documenting the UI design for artists and programmers
  • Helping implement the UI in Unreal Engine

UI art by Phil Nixon and Claire Moncrieff
I did not work on the original EVE: Valkyrie, only the Warzone expansion


Landfall

Landfall was developed by Force Field and released on Oculus VR

As UI designer at Force Field, I was responsible for:

  • All UI designs for all menus and in-game UI elements
  • Making flowcharts and wireframes and documenting the UI design for artists and programmers
  • Creating and implementing UI widgets in Unreal Engine and coordinating with programmers to hook these elements up to gameplay
  • Coordinating with the art director and UI artist on the visual design of the UI

Most UI art in Landfall by Douglas Tarasconi and Peter van der Kuijt


HALO: Spartan Strike

HALO: Spartan Strike was developed by Vanguard Games (now Vertigo Studios Amsterdam) and released on Steam, Windows 10, Windows Phone and iOS

As UI designer at Vanguard Games, I was responsible for:

  • All UI designs for all menus and in-game UI elements
  • Making flowcharts and wireframes and documenting the UI design for artists and programmers
  • Coordinating with the art director and UI artist to create the visual design of the UI
  • Creating mockups and producing art assets
  • Some animation work in Adobe Flash

Some UI assets in the game were provided by 343 Industries and Bungie


Other work

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Terraria

I worked on the iOS and Android version of Terraria at Codeglue.

As game designer and UI designer I was responsible for translating the gameplay mechanics and interface from the original PC version to touchscreen (and varying phone sizes) on iOS and Android.

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Hydrotilt

At Codeglue, I worked on a puzzle game called Hydrotilt for iOS. In Hydrotilt, players control a drop of water by tilting their phone. The player solves puzzles by making the water drop change between liquid, gaseous and frozen states.

I was responsible for multiple parts of the game: game design, puzzle design, 2D and 3D art and the UI design.

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Rocket Riot

While at Codeglue, I worked on several versions of our retro-arcade twin-stick shoot 'em up Rocket Riot: the original XBLA version, the Windows Phone version, the iOS version and the Windows 8 version, which became the Steam version).

I was responsible for game and UI design on all versions but the XBLA version. I was responsible for creating levels, characters, the story and the 2D cutscenes in all versions.