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  <url>
    <loc>https://www.dcondaxisart.com/contact</loc>
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  <url>
    <loc>https://www.dcondaxisart.com/wayfinder</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/5d2a02be-dc87-4eeb-a666-86f7969e3ec1/WF_CharacterManagement_Exploration_01.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>LOUDOUT EXPLORATION | This character management screen was the "anchor" for many other menus in Wayfinder. As such, I worked on several iterations before settling on the final in-game look. This version explores a variety of button styles and stat displays, attempting to make a wide array of stats easier to parse.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/3d8a8230-3631-4b48-9d53-28998417d77d/WF_Discoveries_Wireframes_01.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>DISCOVERIES MENU WIREFRAME | We wanted Wayfinder to have many collectible elements, giving players the satisfaction of filling out a huge collection of landmarks, weapons, landmarks, and other pieces of lore.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/8b460f91-260d-48a8-9ab4-97da2758dbdf/WF_Discoveries_Wireframes_02.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>TIMELINE WIREFRAME | I experimented with a timeline for Wayfinder's story, which the player could fill in and expand as they completed quests and discovered lore snippets around the game world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/f1186dbb-ae40-4c98-83a2-b1999067a56d/Wayfinder_CharacterSelection_1.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>CHARACTER SELECTION 1 | One of my first tasks was updating the design of the character selection menu. When the game was planned as a live service title, we needed to consider an expanding roster, so fitting several characters on screen at once was key.</image:caption>
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      <image:title>Wayfinder</image:title>
      <image:caption>TIMELINE NODE WIREFRAME | Different nodes on the timeline could include cinematics, NPC dialog, lore entries, and more.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/892cffa6-b53d-4275-9011-4b4a34537c80/Wayfinder_CharacterSelection_2.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>CHARACTER SELECTION 2 | I took inspiration from a variety of fighting games for this exploration, trying to focus on punchy visuals and leveraging our art team's fantastic character portraits.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/0f6fa53d-3a72-4887-aa8b-7a164b45f928/WF_Discoveries_Wireframes_04.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>CREATURE ENTRIES WIREFRAME | As players discovered or fought new creatures, they could unlock bestiary entries on them. This would help players know which creatures dropped valuable items, where they could be found, and find useful combat tips or lore details.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/64883540-e043-48c2-8f71-4b5bb05034f8/Wayfinder_CharacterSelection_3.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>CHARACTER SELECTION 3 | Our final design was based off of this mockup, using a more traditional horizontal strip. It allowed us to keep the focus on the selected character model and their stats.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/efef0907-3d50-4321-bfdf-0ed362abf729/WF_Abillities_Exploration_01.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>ABILITY EXPLORATION | This was an exploration of how we could improve the ability upgrade menu. I experimented with several different background treatments that incorporated artwork of the selected character.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/73edd466-d88a-4f78-9cc2-0c5a45505b2c/WF_Discoveries_Wireframes_05.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>MODEL VIEWER WIREFRAME | We wanted to give all creatures, NPCs, weapons and other 3D items a chance to shine with a universal model viewer. The Airship artists created a ton of incredible 3D models, and it was only right to try and highlight them!</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/e21c5864-dd93-4edb-b4d2-449f46a226e2/WF_Map_01.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>WORLD MAP | I implemented this updated version of the world map, creating a new animated focus state and adding fast-travel options for party member apartments.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/f45a6280-016b-45af-a13c-e5bd885f7d8e/WF_Map_02.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>AREA MAP | I created a new legend for the regional maps, including landmark, collectable, and marker icons. Adding color and variety to the map improved players' ability to locate key information and track their progress across the zone.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/9da2b1dd-8dac-44bf-9f0c-b6325fad329f/WF_TalentTree_Exploration_01.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>TALENT TREE EXPLORATION | The talent system was introduced relatively late in the game's development, and required extensive UI exploration. I collaborated with other UI artists and designers to create an attractive, legible design for the overall talent tree.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/e65a32ad-9ea1-46cf-8b6f-456602f700e8/WF_TalentTree_Exploration_02.jpg</image:loc>
      <image:title>Wayfinder</image:title>
      <image:caption>TALENT MENU EXPLORATION | The talent tree was another menu that underwent a lot of iteration, trying to find a good balance of information and visual flair.</image:caption>
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  </url>
  <url>
    <loc>https://www.dcondaxisart.com/callofdutywwii</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/d5f53668-a0c8-42e8-8a0a-3cea9b5310ce/wwii_assets_insignia.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>DIVISION PATCHES | I designed patches for the different Divisions (player classes) in CoD: WWII. Along with being featured in multiplayer, physical versions of these patches were available at E3 2017 and in the Valor Collection boxed set of the game.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/e3a53346-ed6f-47fb-93f7-c51910e49218/wwii_assets_medals.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>MULTIPLAYER MEDALS | I created dozens of medals and awards for the game's multiplayer modes. I gave each category its own unique shape language and color palette.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/f085768a-1641-4964-8b63-b73b16b79b34/wwii_assets_prestige.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>PRESTIGE RANKS | These were a chance to add additional color and flair to our player menus. Each insignia includes a nod to the number of times the player has achieved prestige.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/0cc3a75a-8b01-4076-992d-6f555336c597/wwii_assets_weapons.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>WEAPON ICONS | I created 2D icons for nearly all of the weapons in the game. It was an interesting challenge to ensure that each one had a unique silhouette.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/c8bdc53b-3b77-4f17-8220-9e6ea51f99e2/wwii_menu_loadout.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>LOADOUT MENU | Using the Marmoset Toolbag, I created lighting scenes for all of the weapons, scorestreaks, and equipment used in the multiplayer game modes.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/05da3e27-934f-4e02-b6ce-030dbb612e9c/wwii_menu_loadout_helmets.jpg</image:loc>
      <image:title>Call of Duty: WWII</image:title>
      <image:caption>CHARACTER CUSTOMIZATION ICONS | I used Marmoset Toolbag to render images for all of the helmets and uniforms, then refined the icons in Photoshop.</image:caption>
    </image:image>
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      <image:title>Call of Duty: WWII</image:title>
      <image:caption>ORDERS &amp; CHALLENGES | Timed orders required unique iconography. Variations of these designs were used for special events, like the launch of the Resistance DLC pack.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/weaponcustomization</loc>
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    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
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      <image:title>Weapon Customization</image:title>
      <image:caption>LOADING SCREEN | The game concept this UI was built for was centered on a European security service with ties to law enforcement. To highlight this, I incorporated modernized heraldry into the "manufacturer" logo for the interface.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/25c8d8fd-6d9d-497b-b9cc-e19438998eed/griffon_1_mods.jpg</image:loc>
      <image:title>Weapon Customization</image:title>
      <image:caption>WEAPON CUSTOMIZATION MENU | The concept behind this menu was layered panes of glass. Each item was given a faux-3D treatment, giving the impression that the screen had additional depth.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/9421c7a6-e464-48eb-9380-a042ce49cc19/griffon_2_optimize.jpg</image:loc>
      <image:title>Weapon Customization</image:title>
      <image:caption>WEAPON OPTIMIZATION | While many players enjoy extensive customization, some prefer to jump straight into the action. To support those players, or to give less experienced folks a place to start, I wanted to incorporate the option to auto-equip weapon mods that would focus on a specific type of gunplay.</image:caption>
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      <image:title>Weapon Customization</image:title>
      <image:caption>WEAPON MOD SLOT | Players can dive into each customizable slot, tracking how each one affects the base stats of the weapon.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Weapon Customization</image:title>
      <image:caption>WEAPON MOD COMPARISON | By focusing on a different component, the player can easily see how it compares to their equipped mod, along with the updated 3D model.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/resume</loc>
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    <lastmod>2025-02-12</lastmod>
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    <lastmod>2024-12-13</lastmod>
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    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/c6371011-47bc-4131-ad33-a9d2bdfb975f/ZyngaPoker_01_TitleScreen.jpg</image:loc>
      <image:title>Game Credits &amp; Projects</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/chessboard</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-30</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/380a0f03-020c-454c-8794-5b4b7a12982b/chessboard_highlight.jpg</image:loc>
      <image:title>Chessboard</image:title>
      <image:caption>Main Menu | This was my first UI exploration with a limited color palette. By focusing on simple shapes, I challenged myself to ensure that selected states were always visually distinct.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/637427ef-f810-4613-99e9-e94877b90336/chessboard_continue.jpg</image:loc>
      <image:title>Chessboard</image:title>
      <image:caption>Save Menu | This menu maintains a stark, high-contrast look, while providing just enough information to meet the player's needs. It's sometimes useful to see how far you can cut back a design while keeping it usable.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/a9f227ef-77cb-424d-b9b0-76f9be38dad6/chessboard_audiooptions.jpg</image:loc>
      <image:title>Chessboard</image:title>
      <image:caption>Settings Menu | These menus are a great way to experiment with focus states and different player controls, like sliders and toggles.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/ambition</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/8d414496-bf9c-473a-b23e-e9979e98e1ff/Ambition_1.jpg</image:loc>
      <image:title>Ambition: A Minuet in Power</image:title>
      <image:caption>MAP MARKERS | I provided supplemental UI art and assets for Ambition, such as location icons, pins, and the map legend.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/6cb22c77-25cc-400d-8934-b71670783856/Ambition_5.jpg</image:loc>
      <image:title>Ambition: A Minuet in Power</image:title>
      <image:caption>LOCATION DETAILS | Alongside other map elements, I designed and implemented the popup window that displays info on key locations and landmarks.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/e1a6ad39-9db4-421d-b72c-f5f95d6b3775/Ambition_4.png</image:loc>
      <image:title>Ambition: A Minuet in Power</image:title>
      <image:caption>DRESSMAKER MENU | Players can effect their standing with different factions and paramours by keeping up with the latest fashion. I designed the trackers that show the value and effects of different outfits.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/9cc30be4-00ec-4fb6-b7ee-f6b345ddcd58/Ambition_3.png</image:loc>
      <image:title>Ambition: A Minuet in Power</image:title>
      <image:caption>CALENDAR MENU | Players needed to track important events using a calendar, which also had to incorporate visual elements from 18th century France, when the game is set.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/5967aa5f-37fe-4727-bbae-7291e5a4f55a/Ambition_2.jpg</image:loc>
      <image:title>Ambition: A Minuet in Power</image:title>
      <image:caption>JOURNAL MENU | Ambition requires the player to keep track of several factions and NPCs. I designed the journal pages provide key information while maintaining the game's visual identity.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/onward-vr</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/a9b9b6b2-c701-42c2-910e-21cc9121ddaa/OnwardVR_4.png</image:loc>
      <image:title>Onward VR</image:title>
      <image:caption>WEAPON COMPARISON | I redesigned the weapon details with clearer selected states and additional information to help new players choose their preferred gear.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/8acb1da8-db6e-4cfa-b730-319e59b2027b/OnwardVR_3.png</image:loc>
      <image:title>Onward VR</image:title>
      <image:caption>LOADOUT &amp; STATS | The original UI provided limited information on each weapon, making it challenging for new players to select an effective loadout. By adding relative stats and clarifying text, I was able to improve the new player experience.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/39cf166d-5074-47c6-9650-ade4d4bf79f8/OnwardVR_2.png</image:loc>
      <image:title>Onward VR</image:title>
      <image:caption>VR SETTINGS | I implemented the visual layout and different setting widgets, giving players greater control over their game experience.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/mass-effect-ui-redesign</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-30</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/c83a82b6-ffdb-4f83-ac2e-46cce6f86e39/merevision_3_hud.png</image:loc>
      <image:title>Mass Effect UI Redesign</image:title>
      <image:caption>HUD Redesign | The original ME1 HUD used angled displays to emulate a curved display. I moved to a flat display, which allowed me to display information more cleanly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/d80a6520-53fc-438f-9ed6-7c9e6789a1b9/merevision_2_charactercreation.png</image:loc>
      <image:title>Mass Effect UI Redesign</image:title>
      <image:caption>Character Creation | I experimented with this screen early in the redesign to help establish a new shape language and visual states for different buttons.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/9f64b776-b6d9-4e13-9ead-c1ea6b77a893/merevision_5_equipment.png</image:loc>
      <image:title>Mass Effect UI Redesign</image:title>
      <image:caption>Equipment Menu | The original PC version of the equipment screen compressed a large amount of information into a small portion of the screen. This was an attempt to expand the usable space and expose information that was otherwise buried.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/91d1cc26-4695-4b9e-9959-14b582bf6ff1/merevision_7_codex.png</image:loc>
      <image:title>Mass Effect UI Redesign</image:title>
      <image:caption>Codex | Like the equipment menu, the codex was compressed into a smaller area than necessary in the PC port. I expanded the entry list and the text field in the details panel to improve legibility and reduce scrolling.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/24065915-2b96-44f7-90ac-1643a6f0f112/merevision_8_settings.png</image:loc>
      <image:title>Mass Effect UI Redesign</image:title>
      <image:caption>Settings | While settings aren't the most visually exciting UI elements, they're a great measure of interactive states and styles. They include dropdowns, toggles, sliders, and more UI elements, which can help set the style for other information-dense screens.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/players-league</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/ba0b1d54-7245-4634-bfad-cdb15e12ed7b/league_challenges.jpg</image:loc>
      <image:title>Players' League</image:title>
      <image:caption>Main Menu | This was a layout exploration, focused on dividing the menu into thirds to maintain a clean, visually balanced interface across different sub-menus.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/246b2f79-7c6e-4171-841f-887ef6b56024/league_challenges_details.jpg</image:loc>
      <image:title>Players' League</image:title>
      <image:caption>Challenge Progress | The UI elements have a chunky, open feel that can be modified to fit a variety of aesthetics. Each element, from the buttons to the headers and info panels, can be reskinned for fantasy, modern, sci-fi, or horror themes, as needed.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dcondaxisart.com/zyngapoker</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-12-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/f5d93a6a-fd8c-4814-bba9-0737ef1c841e/ZyngaPoker_02_MainMenu.jpg</image:loc>
      <image:title>Zynga Poker</image:title>
      <image:caption>GAME MODE CARDS | I was part of an effort to update the look of the Zynga Poker main menu. One of my first tasks was creating a game mode card for the Omaha tables - a variation on standard poker and one of the first new game modes introduced during my time on the team.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/654e4391-088b-4fef-bc4a-3ed5bc321c19/ZyngaPoker_03_ChallengeHub.jpg</image:loc>
      <image:title>Zynga Poker</image:title>
      <image:caption>CHALLENGE HUB UPDATE | Another part of our effort to standardize our menus was the Challenge Hub. Expanding on the layout of the main menu and the challenge pass, I created larger, more attractive challenge cards that provided more info to the player than the original tiles.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/f1ff80da-49f8-4c16-a000-0d4742aa7a16/ZyngaPoker_04_Suits.jpg</image:loc>
      <image:title>Zynga Poker</image:title>
      <image:caption>POKER SUITS | One of the first designs I developed from initial concept through implementation. Poker Suits required the UI to track several types of progress and fit a full suit of cards into small mobile screens.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/7e4134f5-4ee8-47ee-bedf-6cbfd8776900/ZyngaPoker_05_SuitsPopup.jpg</image:loc>
      <image:title>Zynga Poker</image:title>
      <image:caption>POKER SUITS POPUP | I created a number of standardized popups that could be reskinned for a variety of different features. Suits was one example, fitting a lot of info into a small space and relying on minimal text to explain the feature.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/64d958bd788cb42ebe72e8cb/4c46ff5d-a6de-4c62-9f3e-b22aa5c07d38/ZyngaPoker_06_BonusLounge.jpg</image:loc>
      <image:title>Zynga Poker</image:title>
      <image:caption>BONUS LOUNGE BANNERS | In addition to crafting the player experience for new features, I provided branding artwork for those features, such as the Bad Beat Jackpot. I worked to maintain a consistent color palette and style throughout the feature UI and branding.</image:caption>
    </image:image>
  </url>
</urlset>

