Paper Textures, Steam Engines, And All That Magical Thinking
Here lies the uncouth cache and assorted miscellany from the last several years - bits and pieces of design that — while larger context exists — doesn’t really need it. Video game launches, product design, book layouts, and way too many blood splatters created by corn syrup than will ever get cleaned from the carpets.
MDJ
// 2014 - 2019
TEAM:
THE CAP'N
MY ROLE:
DIRECTOR
UX
CONTRIBUTOR
No more exhausting a challenge in design exists than getting non-designers to sit through a presentation on user experience. It’s critical, of course, but unlike the “pretty parts with colors and shapes,” the wayward feedback requires even more the firm hand.
Below are bits and slices of my old portfolio designs. They're here partially because a couple of them wound up in web design art books, but mostly just because I spent so much time on them that I'm having trouble letting go. Let's just...sit in the silence together.
A lifelong fan of the time vampire known as "computer video games," I worked briefly in the world of game publishing. I don't recommend it, but at least you get to use lots of textures in the design work, and there's never enough blood.