GAMES

GAME TITLE

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LEGO BATMAN: LEGACY OF THE DARK KNIGHT

TT GAMES - 2026 . PS5 / XBOX

Not for the first time, Tt Games found itself returning to Gotham City for a new adventure with DC's caped crusader. Only this time, their vision was grander, their scale larger, their ambitions heightened.


I joined this project after the formation of the UI team, so found most of my responsibilities on this project were surrounding the graphic design and decoration of the gigantic, mutli-island, multi-era Gotham City.

ROLE:

ADVANCED UI ARTIST, GRAPHIC DESIGNER, PROMO ART & MOTION GRAPHICS

ERA 3 Animated Signs

VIDEOS

Presentation Titles

LEGO STAR WARS: THE SKYWALKER SAGA

TT GAMES - 2022 . PS5 / PS4 / XONE / SWITCH / PC

Although I was lead on this project, my actual art input was low. Busy times at Tt Games saw my responsibilities split between multiple departments so whilst I am proud to be part of this stupendous Star Wars title, I credit the hardworking UI team for the majority of the UI visuals in this game.


ROLE:

LEAD UI ARTIST, 2D TEXTURE SUPPORT & MARKETING ASSISTANCE.

LEGO MOVIE 2 VIDEOGAME

TT GAMES - 2019 . PS4 / XONE / SWITCH

Despite being lead, I was very busy during most of this title's production, so it was late in the day when I added my artistic input to this stud covered sequel. The initial UI direction was following the yellow and blue style of the LEGO manuals but, upon reflection, it wasn't quite delivering as we'd hoped. So we chose to change direction and push for designs which mirrored the movie trailer.


ROLE:

LEAD UI ARTIST

LEGO DC SUPERVILLAINS

TT GAMES - 2018 . PS4 / XONE / SWITCH

A shift in playing perspective, this villainous voyage of bad guy buffoonery saw players join the Joker and friends attempting to save the world. It was very late in production when I was asked to join and lead on this devious DC development. So whilst I managed to influence some of the style, there were things already too deep in production, so had to left as they were. 


ROLE:

LEAD UI ARTIST, 2D TEXTURE SUPPORT & MOTION GRAPHICS

The front end design in action.

VIDEOS

The end credits with villains artwork.

The end credits with heroes artwork.

LEGO INCREDIBLES

TT GAMES - 2018 . PS4 / XONE / SWITCH

Pixar's peerless Parr party get the LEGO treatment in this spectacular superhero showdown, spanning two films. The five star, five numbered troop of supers face down family fueds and fearless foes in this brick-blasting movie tie in.


ROLE:

LEAD UI ARTIST & 2D TEXTURE SUPPORT

My UI elements in action

UX by Luke Cashmore.

VIDEOS

My UI elements in action

UX by Luke Cashmore.

LEGO NINJAGO MOVIE VIDEO GAME

TT GAMES - 2017 . PS4 / XONE / SWITCH

A super selection of nifty ninjas face off against LEGO's Lord Garmadon to save Ninjago City from destruction. A movie tie-in title, this martial arts rumble saw the UI team getting in touch with their inner Kung Fu.


ROLE:

LEAD UI ARTIST, 2D TEXTURE SUPPORT & MOTION GRAPHICS

Front end flow, created and designed by the UI team with myself as lead.

VIDEOS

A loading screen animated by myself using Microsoft Blend

LEGO CITY UNDERCOVER

TT GAMES - 2013 & 2017 . WiiU / 3DS / PS4 / XONE / SWITCH

An unapologetically, unwieldy undertaking, this massive metropolis was nearly 3 years in the making. There was plenty of 2D and UI work for me to do on this Wii U / 3DS exclusive title, including the final box art. This page covers work done for both the original 2013 release, and the 2017 version.


ROLE:

LEAD UI ARTIST & 2D TEXTURE SUPPORT

LEGO STAR WARS: THE FORCE AWAKENS

TT GAMES - 2016 . PS4 / XONE / 3DS / PS VITA / IOS

It was time for Tt to go back to a galaxy far far away, and take on the start of a new Star Wars trilogy. This time saw Lucas' legacy not only awaken the force, but also help Tt Games celebrate 10 years of working on LEGO titles, going back to where it all began. The circle was now complete.


ROLE:

LEAD UI ARTIST & 2D TEXTURE SUPPORT

VIDEOS

Front end flow, created and designed by the UI team with myself as lead.

LEGO AVENGERS

TT GAMES - 2016 . 3DS / PS VITA

Marvel's mightiest minifigs assembled in this action adventure game for hand held devices. As lead UI artist, my role was more linked to input and feedback, rather than direct artwork, but there are a few creative pieces to peruse in the gallery.


ROLE:

LEAD UI ARTIST & 2D TEXTURE SUPPORT

VIDEOS

Front end animation, done in Blend

Character poses and renders by Will Turner

LEGO JURASSIC WORLD

TT GAMES - 2015 . PS4 / XONE / SWITCH / 3DS / PS VITA / IOS

This Spielberg series came crashing out of nowhere for Tt Fusion, but was nevertheless a joy to get our teeth into. Evolving over 12 months, this prehistoric hiatus covered the Jurassics from Park to World. I was lead 2D/UI artist for both the console and handheld versions of this game.


ROLE:

LEAD UI ARTIST & 2D TEXTURE SUPPORT

General game UI in action

Thanks to Blitzwinger for clips.

VIDEOS

Character Customiser

LEGO STAR WARS III: THE CLONE WARS

TT GAMES - 2011 . DS / 3DS / PSP

A long time ago in a LEGO galaxy far far away, the team at Tt fusion tackled the Lucas Legend, at the time of the Clone Wars. Following from the TV series in both style and substance, it was Star Wars 3 on handhelds 3.


ROLE:

UI ARTIST & 2D TEXTURE SUPPORT

LEGO ROCK BAND

TT GAMES - 2009 . PS3 / X360 / Wii

After diving headfirst into a new company, I found myself singlehandedly riffing the UI rock out of my principal LEGO project. Always viewed by critics as a bit of an oddity, I personally enjoyed working on this unique tune-based title.


ROLE:

UI ARTIST

TT GAMES - VARIOUS ARTWORK

TT GAMES - 2008 TO PRESENT . VARIOUS PLATFORMS / MEDIUMS

Herein lies a collection of LEGO titles and "additional" company work to paw through. From Marvel Heroes to Batman, Chima to Ninjago, T-shirts to wall art, this motley expanding grab-bag of goodies shows my additional art input. 


ROLE:

LEAD / UI ARTIST, MOTION GRAPHICS, MARKETING & COMPANY ASSET ASSISTANCE.

VIDEOS

The Hobbit splash concept.


LEGO Ninjago front end polish.

Original design by David Glanister


LEGO Batman tech access panel

STORMBIRDS

JUICE GAMES - 2008 . UNRELEASED

The would be high-flying flight sim which was sadly grounded before it ever really took off. Piloted largely by a fledgling clutch of coders and artists, its lofty potential to soar was shot down late in 2008, just after it had appeared on the radar.


ROLE:

UI ARTIST, 2D TEXTURE SUPPORT, MOTION GRAPHICS & PROMOTIONAL MATERIAL

VIDEOS

Gatling Gun UI

Metal Storm UI

Railgun UI

TV Guided Missile UI

IMPORTANT


These videos contain copyrighted music, which remains the property of their respected owners. The music was used to demonstrate a thematic style and was only intended forin house viewing only!


These videos may not be removed from this site.

JUICED 2: HOT IMPORT NIGHTS

JUICE GAMES - 2007 . PS2 / XBOX / PS3 / X360

Time for cars, curves and crashes in this souped up sequel to Juiced, which was 2 years in the squeezing. From textures to TV shows, icons to decals, this project saw the UI team tackle a magnitude of graphical responsibilities. It should be noted that areas of the UI containg a sexualised aspect are a result of the game's association with the HIN licence.


ROLE:

UI ARTIST, 2D TEXTURE SUPPORT & MOTION GRAPHICS

VIDEOS

General game UI in action.

TV graphic concept designs.

TV Wipe concept.

Logo by Donna Jennett

MOBILE PHONE GAMES

JUICE GAMES - 2004 . VARIOUS MOBILE PHONE DEVICES

Stuffed into a pokey office loft room, I (as part of the Juice Games mobile team) toiled feverishly to cram clusters of pixels into portable phones of the day. No mean feat, as memory space on those devices was a tight squeeze, and ironically so was the loft.


ROLE:

UI ARTIST & 3D ASSET BUILDING

VIDEOS

Juiced on mobile

Trail Biker 2 concept video

The Fast & The Furious on mobile 

NEOPETS: DARKEST FAERIE

THE CODE MONKEYS - 2003 . UNRELEASED

Whilst this website-based title started life as a PS2 release, it wasn't long before it was dropped down to PS1 ... and then finally dropped altogether. This troubled title reflected turbulent times for the Monkeys, and it wasn't long before the writing was on the wall and it was time to move on.


ROLE:

UI ARTIST

VIDEOS

Front end concept.

SIMPSONS SKATEBOARDING

THE CODE MONKEYS - 2002 . PS2

I arrived late to this already free-wheeling Simpsons showcase. Tasked with tackling things from UI to game textures, cutscene cameras to prop animations, I cut my teeth on this troubled title. Once released, it didn't win many fans because, whilst the team's enthusiasm wasn't an issue, their lack of experience sadly was.


ROLE:

UI ARTIST, 3D ANIMATION, CAMERA WORK & MARKETING ASSISTANCE

VIDEOS

My spline-driven level intro cameras

THE CODE MONKEYS - VARIOUS ARTWORK

THE CODE MONKEYS - 2001 / 2003 . VARIOUS PLATFORMS / MEDIUMS

In this section, you'll find my first tentatively dipped toe into the gaming world, and it was ensconced within a roller blade. There is also a collection of other artwork done for the company, for various reasons, over the time I was employed there.


ROLE:

UI ARTIST & MARKETING ASSISTANCE

IMPORTANT:


This video was a multi-person effort. My role on this was that of camera man.  I was responsible for setting up camera splines, picking out shots and timing the whole piece to music.


VIDEOS

Company ident video