A UX Designer/Developer working to prove that our relationship with technology can be inclusive, productive and delightful. I am passionate about new technology, frameworks, accessibility and developing UX solutions that are rewarding. With an art, and motion design background, I have also developed coding skills and do a fair amount of prototyping and front-end development. I have designed and developed experiences across most platforms, input paradigms and form factors including game consoles (Xbox One and 360), mobile (Windows Phone, iOS, and Android), desktop (Windows/Mac) and HoloLens. Leveraging a disciplined UX design process, most of my work has contributed to games or gamified applications; incorporating rich media and immersive interfaces.

How did I get here?
As most young artists, I wanted to build a career drawing comics and designing t-shirts. Shortly after art school, I had the opportunity to design and produce artwork for NFL, MLB, NBA, NHL and Nascar licensed apparel. It was a great job, working almost exclusively with Adobe Illustrator and Adobe Photoshop. You could say I mastered them. My work also included training, managing a team of artists, developing new color separation techniques and optimizing work flows.

The job was great, we worked on many great properties, but there was something missing. Returning to school to study 3-D animation and video production, I hoped an animation and film career would tide me over until my comic book career to took off. After the first few 3-D animations were ready, I needed a way to show them off on the web. This was the early to mid 90’s, when there were not very many HTML development applications around; so I picked up a HTML book and designed my first website using notepad. After finishing the homepage and a couple sub-pages, I realized that I really hated HTML and declared, “I’m an artist, not a programmer! I never want to do that again.”

At this point, my training consisted of 2D and 3D illustration, design, 3D animation, video production and editing, yet I kept coming back to interactive applications. Director worked very well, but when Flash came out, I really felt at home. The timeline worked similar to Adobe After Effects and other animation programs I was used to, the illustration tools, though very cumbersome, felt like Adobe Illustrator.

My illustration and animation skills help land my first Flash job. Compared to the other Flash developers, I was very inexperienced, but I could animate. After a couple years of learning and thinking I had this Flash thing licked, a co-worker sat down with me and showed me how to do a for( loop ) in action script. That literally blew my mind and opened a whole new world or interactive awesomeness. I was no longer a gotoAndPlay/Timeline based Flash guy. 

A short time later, Sean Carey from HD Interactive called and asked for some Flash help on a project. That went so well we have been working together ever since. While working with HDI, this designer has progressed from the timeline Flash animator into an full fledged developer, working on much more complex projects and leveraging all kinds of cutting-edge technologies like Augmented Reality and alternate input systems. I now work at Microsoft on HoloLens solutions.

This Blog was put together as a way to give back to the community that has given so much to me. I have literally learned everything I know through online research and a great deal of trial and error. So many people have blogs, tutorials and other scraps of knowledge online that has helped me through almost every design and development challenge I have faced. Thank You!