Published inSUPERJUMPGhost of Tsushima is About PeopleHow Sucker Punch told their story through individual characters rather than sweeping narrativeAug 15, 2020Aug 15, 2020
Published inSUPERJUMPPlaying Tabletop RPGs via FigmaHere’s how I used Figma to build a complete Star Trek Adventures tabletop RPG experienceJul 25, 20208Jul 25, 20208
Published inSUPERJUMPDesigning Next-Gen Console UIsWe’ve seen the outside — let’s have a think about the insideJun 14, 2020Jun 14, 2020
Published inPrototyprPutting Figma’s Auto-Layout through its pacesSpoiler: It’s pretty sweet.Dec 9, 20191Dec 9, 20191
Published inSUPERJUMPGames UX: All About SubtitlesExploring subtitles in games, especially when applied to multiple screen sizesSep 14, 20191Sep 14, 20191
Published inSUPERJUMPGames UX: Marvel Ultimate Alliance 3Exploring the design behind character selection, hero profiles, and catering for handheld modeAug 18, 2019Aug 18, 2019
Published inPrototyprUX Design Tools for 2019 (Mac & Windows)2019’s best tools, apps, and resourcesMay 29, 20193May 29, 20193
Published inSUPERJUMPArmchair VGUX: Super Smash Bros. UltimateIf it ain’t broke, don’t fix it. But this one’s broke, so let’s go!Jan 24, 20192Jan 24, 20192
Published inSUPERJUMPThe Passing of the StormWhy Heroes of the Storm deserved betterDec 17, 20181Dec 17, 20181
Published inSUPERJUMPArmchair VGUX: No Man’s SkyExploring strange, new worlds — with a strange, new interfaceNov 21, 20183Nov 21, 20183