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, 2020A response icon8Jul 25, 2020A response icon8
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, 2019A response icon1Dec 9, 2019A response icon1
Published inSUPERJUMPGames UX: All About SubtitlesExploring subtitles in games, especially when applied to multiple screen sizesSep 14, 2019A response icon1Sep 14, 2019A response icon1
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, 2019A response icon3May 29, 2019A response icon3
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, 2019A response icon2Jan 24, 2019A response icon2
Published inSUPERJUMPThe Passing of the StormWhy Heroes of the Storm deserved betterDec 17, 2018A response icon1Dec 17, 2018A response icon1
Published inSUPERJUMPArmchair VGUX: No Man’s SkyExploring strange, new worlds — with a strange, new interfaceNov 21, 2018A response icon3Nov 21, 2018A response icon3