Bringing Worlds to Life
As an art director with Blitz, I worked with LucasArts on a number of their biggest game properties, creating award winning websites that explored the definition of what a website could be.
Timelines in the game industry are always tight, and being able to get up and running quickly was always important, so I had to refine my process to be able to react and test ideas quickly, often jumping from design, to code, to animation create prototypes and working sketches of ideas.
Projects were often highly conceptual. For the game Mercenaries, we created a "Playground of Destruction" in which users could explore a variety of environments, finding out information about the game, and using weapons from the game to destroy vehicles, call in air raid attacks, and wreak all sorts of havoc.
Other projects were more straightforward in terms of the presentation of information, but a high premium was placed on visual richness. For the Battlefront II website, we created an interface inspired by the design of aircraft and battle armor from the Star Wars Universe, complete with fully animated page transitions.
And still for others, we combined the direct approach of content presentation with special features. For the Episode III game, we created a 3D fight move previewer, using assets from the game, as well as designing a rich animated experience for users.
The sites I helped LucasArts design were some of the most rewarding and awarded work I’ve done, in large part due to the highly collaborative nature of the projects and the willingness of everyone to experiment and push boundaries.