Chancellor Gardiner
* research → product → experience → content → interface → graphics → develop → qa → repeat → release
a UX designer with a passion for creating engaging games+experiences, thoughtful interfaces, and stunning visuals
in-game photo of 5 cars drifting around the corner of a track. The center car is in the lead, driving straight towards the camera.

UI artist ii 2024-2025
Forza Motorsport As a UI Artist II on Forza Motorsport, I designed bold promotional art for the game's monthly updates and 20th anniversary events.

designing for live service I shipped monthly content updates featuring race events, tours, and limited-time experiences. Each update required a visual package of event posters, banners, and buttons.
Poster for the Forza AUS Series in Forza Motorsport. A car is parked on top of a typographic background Poster for the Forza T/A Series in Forza Motorsport. A car is parked on top of a typographic background Poster for the Production to GT Race in Forza Motorsport. A car is parked on top of a triangle patterned background Banner graphic for the Forza AUS Series in Forza Motorsport. Banner graphic for the Forza T/A Series in Forza Motorsport. Banner graphic for the Production to GT race in Forza Motorsport. Poster for the Rear-Engine Porsche Event in Forza Motorsport. A car is parked on top of repeating rounded triangles Poster for the Mid-Engine Porsche Event in Forza Motorsport. A car is parked on top of a rhombus pattern. Poster for the Front Engine Event in Forza Motorsport. A car is parked on top of a background of tall skinny triangles Banner graphic for the Rear-Engine Porsche event in Forza Motorsport. Banner graphic for the Mid-Engine Porsche event in Forza Motorsport.

I captured vehicles using in-engine cinematic tools, polished the composition with paintovers, and used typography to enhance the layout.
Poster for the 12 Hours of Sebring Series in Forza Motorsport. A car is driving on top of graphic motion lines. Poster for the Lamborghini LMBh Race in Forza Motorsport. A car is parked on top of graphic arrows lines. Poster for the Sebring LMP2 Race in Forza Motorsport. A car is driving through wide rectangular motion lines. Banner graphic for the 12 Hours of Sebring Series in Forza Motorsport. Banner graphic for the Lamborghini LMBh Race in Forza Motorsport. Banner graphic for the Sebring LMP2 Race in Forza Motorsport. Poster for the Early BMW Challenge in Forza Motorsport. A car is parked ontop of the edge of the track, so the painted line matches the lines painted on the car. Poster for the MX-5 Cup in Forza Motorsport. A car just drove around a U shaped turn, behind it is the Cup title in large text against trees and blue sky. Poster for the KTM X-Bow GT4 Race in Forza Motorsport. A car is parked on top of graphic motion lines. Banner graphic for the Early BMW Challenge in Forza Motorsport. Banner graphic for the MX-5 Cup in Forza Motorsport. Banner graphic for the KTM X-Bow GT4 Race in Forza Motorsport. Poster for the Historic Endurance Event in Forza Motorsport. A car is parked on top of a gradient of hot and cold light. Poster for the Cycled Class Series in Forza Motorsport. Poster is typographic with 3 large rings in the background. Poster for the Extreme Speed Race in Forza Motorsport. A car is driving through abstract lines of blurred lights. Banner graphic for the Historic Endurance Event in Forza Motorsport. Banner graphic for the Cycled Class Series in Forza Motorsport. Banner graphic for the Extreme Speed Race in Forza Motorsport.

Series posters were designed with modular templates that created brand consistency across race events.
Poster for the Eastern Touring Car Event in Forza Motorsport. A car is driving on top of graphic motion lines. Poster for the European Touring Car Event in Forza Motorsport. A car is driving on top of graphic motion lines. Poster for the American Touring Car Event in Forza Motorsport. A car is driving on top of graphic motion lines. Banner graphic for the Eastern Touring Car Event in Forza Motorsport. Banner graphic for the European Touring Car Event in Forza Motorsport. Banner graphic for the American Touring Car Event in Forza Motorsport. Poster for the BMW Challenge Series in Forza Motorsport. Poster for the Velocity Series in Forza Motorsport. Poster for the Porsche Multi-Class Series in Forza Motorsport. Banner graphic for the BMW Challenge Series in Forza Motorsport. Banner graphic for the Velocity Series in Forza Motorsport. Banner graphic for the Porsche Multi-Class Series in Forza Motorsport.

With fast iterations and formatted templates, I supported game designers to be flexible in their race design and release schedule.

Celebrating 20 years of forza! The 20th anniversary update was the largest content addition in the game's life cycle, requiring over 150 unique UI assets

To celebrate the legacy of Forza Motorsport, the 20th anniversary tour released with 7 fresh tours, the return of Fujimi Kaido, and 7 new races.
Poster for the Spirit of Forza Motorsport Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport. It is reshot in the latest title. Poster for the Spirit of Forza Motorsport 2 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 2. It is reshot in the latest title. Banner graphic for the Spirit of Forza Motorsport Race in Forza Motorsport. Banner graphic for the Spirit of Forza Motorsport 2 Race in Forza Motorsport.

The 20th anniversary tour is a nostalgic 7 race event, recreating the experiences of the previous Forza Motorsport titles.

I recreated previous Forza Motorsport box art in-game, capturing each era's original style within the modern engine.
Poster for the Spirit of Forza Motorsport 3 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 3. It is reshot in the latest title. Poster for the Spirit of Forza Motorsport 4 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 4. It is reshot in the latest title. Poster for the Spirit of Forza Motorsport 5 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 5. It is reshot in the latest title. Banner graphic for the Spirit of Forza Motorsport 3 Race in Forza Motorsport. Banner graphic for the Spirit of Forza Motorsport 4 Race in Forza Motorsport. Banner graphic for the Spirit of Forza Motorsport 5 Race in Forza Motorsport.
A screenshot of where the posters live in the UI. Each race poster is next to each other, in an overflowing scrollbox from left to right. A screenshot of where the banners live in the UI. Each race banner is seen at the end of the race during the series result.
Poster for the Spirit of Forza Motorsport 6 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 3. It is reshot in the latest title. Poster for the Spirit of Forza Motorsport 7 Race in Forza Motorsport. The poster is a recreation of the cover art of Forza Motorsport 3. It is reshot in the latest title. Banner graphic for the Spirit of Forza Motorsport 6 Race in Forza Motorsport. Banner graphic for the Spirit of Forza Motorsport 7 Race in Forza Motorsport.

motion design & engine implementation I worked with the UI team to develop full screen motion compositions in After Effects. I designed ambient loops and transitions to amplify the visual hierarchy of the screen. I worked with technical artists to translate motion work in-engine, guaranteeing visual fidelity and performance.

building a data-driven motion pipeline (RIVE integration) I collaborated with UI artists and UI developers to integrate RIVE into our motion graphics pipeline.

Previously, we designed motion graphics in After Effects and rebuilt them in XAML. RIVE allowed us to create motion graphics powered by data, which we had to rigorously test rendering in-engine.

RIVE provided motion designers the tools to independently work on dynamic UI animations, test them in engine, and update them without the assistance of UI developers.

This pipeline cut motion graphic labor by 50%, streamlining the work load for our artists and developers.

This dramatically improved our ability to ship motion heavy designs, without touching any code on the developer side.

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Action shot of the character Dahlia running past a large explosion behind her.

UI/UX Designer 2021-2023
Rogue Company Rogue company is a cross-platform third-person hero shooter developed by Hi-Rez Studios.

As a UI/UX designer, I worked across UX design, UI implementation, and brand systems. I designed player facing features, built production ready widgets in Unreal Engine 4(Blueprints and UMG), and developed seasonal brand assets for montentization and live content updates.

My design work created a seamless experience across PC and Console platforms.

Battlepass Monetization Content UX Each battlepass had a visual identity with an emblem to present player levels and marketing art for purchasing the battlepass.

Assets were made photographing models in-engine, drawing vector icons, and combining them in photoshop.

Each season was treated as it's own brand system within the rogue company experience.

Season 7: Wasteland Wilds
A free round badge with a chipped bevel covered in dust given to every player. A premium version of the free badge, with sharp spikes around the edge. The badge is purchased by players through the premium battlepass. A decorative variation of the premium emblem for marketing art. It includes a glowing radiation icon in the center to symbolize the wasteland theme.
Free Emblem
Premium Emblem
Completed Premium
A screenshot of the battlepass upsell screen for season 7. It includes a line of weapon skins, character skins, and jetpack skins.
Buy Screen
A screenshot of the Rogue Company shop screen with the battlepass for sale.
Shop Screen
A screenshot of the Rogue Company main menu with the free battlepass emblem.
Level Tracker
A screenshot of the Rogue Company battlepass screen with the free battlepass emblem.
Battlepass Track

Season 8: Party Crashers
A free diamond badge given to players at the start of the new season. A premium diamond badge with extra embellishments for the players who purchase the battlepass. A decorative variation of the premium emblem for marketing art. It includes a lioness head.
Free emblem
Premium emblem
Completed premium
A screenshot of the battlepass upsell screen for season 8. It includes a line of weapon skins, character skins, and jetpack skins.
Marketing art for the battlepass pack. Marketing art for the premium battlepass pack.

season 9: mad mercenaries
A painted X shaped badge for the free battlepass. A painted X shaped badge with extra spikes for the premium battlepass. A decorative variation of the premium emblem for marketing art. It includes a bunny mask from the cosmetic skin lines.
Free Emblem
Premium Emblem
Completed Premium
A screenshot of the battlepass upsell screen for season 9. It includes a line of weapon skins, character skins, and jetpack skins.
Marketing art for the battlepass pack. Marketing art for the premium battlepass pack.

Icon Library
Icon for a sticky turret Icon for the Ibex gun Icon for a reflector utility tool Icon for an impact grenade Icon for a combat knife Icon for the Bishop rifle
I designed and maintained the icon library, which included emotes, guns, abilities, utility, and gamemodes. Icons were used to unify the out-of-game loadout systems with in-game action.
A selection of gamemodes the player can queue into.
Quick play gamemode overview screen design and icons
A large grid human icons acting out different movements.
Emote icons were designed to use silhouettes to show the motion of the dances and taunts.
Character screen where the Rogue is posed next to squares that hold skins and emotes.
Emote loadout
Emote icons in containers on the battlepass screen.
Emotes in the battlepass track
A wheel of emote icons the player can choose to us.
Emote wheel

Custom Hero HUDS Each rogue has their own unique abilities that need custom UI feedback.

I worked on designing UI feedback for the rogue's Glimpse, Juke, and ViVi.

I designed the UI in figma and built it in Unreal Engine with blueprint logic.

Glimpse Glimpse is a deceptively simple kit. There are 3 states of invisibility, a duration resource, a use cost, and alerts that point towards nearby enemies.

To inform the player without overwhelming them, I separate the active info from the passive info.

The active stealth state and alerts sit around the crosshair so you can see it while aiming. The passive resource bar mirrors the player character at the edge of your focus, marking the minimun amount needed to use.
A collection of UI elements for the character Glimpse. Her portrait with long hair is on the right.
Glimpse has a charging stealth meter with a static casting cost, a sonar detection arrow that flashes towards nearby enemies, and three different states of invisibility.
Glimpses has a resource meter for her stealth ability.
Activating your stealth has a cost and your stealth energy slowly drains as it persists.
Glimpse was the first rogue to have UI that swapped with the shoulder camera.
Her crosshair turns into a dot reticle with pips that represent how visible glimpse is.

Juke Juke's kit locks down space by combining rechargable dashes with placable sentry turrets.
Juke's kit locks down space by combining rechargable dashes with placable sentry turrets.
Three blue pips are found under her crosshair to represent how many rocket dash charges she has.
Turrets use an icon that sticks to the edge of the player’s screen to communicate what the turrets are doing.
Juke's turret alerts the player it is in combat.

ViVi ViVi is a global popstar, so keep the front row filled to keep the party going.
ViVi's ability buffs nearby teammates with her stage aura.
ViVi's healing and speed buffs let the team swarm across the map.

ViVi ability post process material vfx for vivi's team-wide buff, I designed and implemented a Post Process Material to reinforce the players new momentum and speed. the overlay was built with UE5 material tools and implemented with blueprint logic.

ViVi has a straight forward kit that uses UI feedback, VFX overlays, and gameplay logic to clearly communicate character states.

rethinking contracts, character stories, and licensed content presentation Daily and seasonal contracts are one of the primary systems to motivate players to return to the game.

Completing them provides experience and rewards to players who commit their time.

These contracts provided a quick reward for players, but content was hidden behind screen pop ups due to UI limitations.
Only 3 contracts are visible at one time, bonus content needs to be viewed in the contract hub.

I wanted to provide more accessible content, with meaningful variety. For this system update to succeed, each contract type needed to be viewable from the lobby. To make the contracts more accessible, I turned the static daily contracts widget into a contract carousel.

The carousel rotates through each contract type available to the player. It passively rotates, but will stop if the player selects the widget. Players can tab through the sections to quickly check contract status.


visual wireframe comps
Daily contracts give players a reason to log on each day for rewards.
Seasonal contracts update with the ranked season, giving players long term goals to chase.
Event contracts will be used to showcase unique content.
Narrative contracts provide a more meaningful challenge with rewards of lore.
Narrative events have their own hub for tracking contract progress and reading unlocked character lore.
Narrative contracts unlock over the course of a week, slowly revealing the story to players.

In-game screenshots
The Rambo event was our first run at supporting event contracts.
Event contracts in the lobby.
Narrative contracts in the lobby
Narrative contract in the narrative hub.
Completed narrative contracts.

User-centered updates build trust with the playerbase The contract carousel was a big success for the support of Rogue Cmpany.

It provided game designers unique ways to spin up content with low cost, gave license content new ways to reach fans, and gave players qol updates to provide a smoother interface experience.

After the update, we saw our core players logging in more frequently and new players sticking to the game longer.

By putting myself in the shoes of the player: I was able to take an existing system, redesign it's user flow, and hook players in with meaningful progress and rewards.

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mobile UI art & branding 2022-2023
Rogue Company Elite During my time at Hi-Rez Studios, I worked on their mobile shooter Rogue Company Elite. The game offered a brand new character loadout and progression system with a mobile-first experience. My work spanned Brand design, mobile UX design, and Unreal implementation.
Branding I was responsible for designing the Rogue Company Elite logo. We wanted to keep the original game's brand equity, but differentiate the mobile experience. The goal was to create a mark that felt like a sister game to Rogue Company. I was inspired by our mobile competitors at the time like COD: Mobile and T3 Arena, the stacked logo's bold energy invites players to experience their favorite game in a brand new way.
Exploring how far we were willing to deconstruct the Rogue Company logo.
I worked with marketing to test mock ups, colors, and type heirarchy variations.
I toyed with a flash of gold in the logo.

Logo Simplifying the Rogue Company logo didn't feel intuitive after the exploration phase. We decided to keep the original mark as is and stack elite underneath.
Final Logo
The final logo was chosen because it preserved brand recognition, showcased the bold new energy of elite and matched it against competitors in the space.
Logo on the sign up website.

queue select UX I took ownership of the queue select screen, an important touch point to keep players in-game and in-queue. The key goals were to dynamically display gamemodes, create an enticing reward track, and highlight limited time modes.

queue select grid I toyed with multi-size tiled grids, but decided keeping a simple grid system would allow for less asset requirements in the future. Adding color into the screen really helped the branding pop. I wanted to show off the arcade-like back and forth of Rogue Company games with the bright colors and action photography.

mail center UX The mail center was an unfinished project with a bare bones code functionality. I revived the project by designing a wireframe, hooking up the screen in blueprints, and visually styling it to the existing UI. The mail center was the primary way for developers to send rewards and communicate to the playerbase. It was important to draw players attention to the mail center, but respect their time and quickly provide them rewards.
Here is a wireframe for a letter with attachments and how we would handle showing more than 5 gifts.
Wireframe displaying a letter players can delete.

mail center visuals Queue select is an important touch point to keep players in-game and in-queue. Red is our CTA color to direct the player around the screen, but the challenge is not overloading the screen with bids for attention.
CTA markers can quickly be removed with the "mark all read" button.
Green checks mark accepted attachments.

rate us UI art Ratings are vitual to mobile gaming, so a good pop-up is necessary to find success on the platform.
We had great key art of our rogues to pose on our pop-ups.

weekly login event art Login rewards are a great way to keep players coming back to try new content.
This is a visual comp for new character login events.

daily contract UI Daily contracts and their rewards keep a healthy playerbase engaged. We used multiple touch points to drip feed rewards to the player as they complete daily content.
We are using this screen to teach players about progression, currency, and rewards. EXP icons direct players towards the reward track. Claiming contracts is quick and seamless, while teaching players they can claim with tickets.

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UI/UX Designer 2022
FPS PROTOTYPE At Hi-Rez Studios, I worked on an internal prototype to develop ways to repurpose the live Rogue Company Experience into a UI/UX framework for future titles. I was the sole UI/UX designer on the small team. I lead interface design, UX structuring, and Brand Templating.

UI system deconstruction My job was to deconstruct our existing UI systems by removing all branded elements and cleaning up visual hierarchy to streamline style updates. We wanted to expand on the flexibility of our interface and allow it to support multiple titles. I worked with game designers and playtesters to make daily changes to the HUD, menu, and wireframes of incoming features.
Rapid iteration Iterations were fast, each day we had our hands on a new build of the game. We were testing gamemodes with new hud layouts, reworked menu flows, and shifting UX needs. I worked closely with designers to keep the UI systems adaptive to changing needs.

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indie developer 2023-2024
planet suika Planet Suika is a physics-based puzzle game inspired by the viral hit Suika Game. Originally developped as a mini-game inside another project, I challenged myself to polish, brand, and publish the game within two months. Available on Steam ➔
product vision The goal was to create an arcade experience that felt distinct in the suika-genre. My game had expressive planets, bouncy physics, and an accessible learning curve.
Screenshots
The start screen previews the gameboard, letting the player quickly enter the game.
Players combine matching planets together to make bigger planets.
The playspace begins to slowly fill up with planets, you have to be strategic or you'll cross the game over line!
Planet Suika's bouncy physics makes it stand out amongst the magnitude of Suika-like games.
Combining two suns together creates a black hole that sucks up all the planets on the board! Use it to chase bigger and bigger high scores.
Settings menu to let players restart, quit, change the audio, and screen resolution.

logo I designed the initial logo to feel like an old arcade game, something you would find on an old game cabinet. I wanted it to communicate a bold, but playful energy. I recognize the complexity in the logo and have explored simplified logos for a potential update in the future. B simplifies the logo, while keeping the decorative elements from the original logo I enjoy how graphic and flat this logo is. It's a stark difference from the original, though I think it opens up the game for a stronger brand opportunity.
Thumbnail art
Release trailer
Vertical videos

memes

Achievements A classic reward to give players something to chase, here are the icons for the locked and unlocked achievements.

A humble indie success Planet Suika was a short term project to teach myself how unreal engine communicates outside of UI elements. It also gave me hands on experience publishing a game.

It gave me a deeper understanding of the tools I use and how to properly support it when i design interfaces.
I'm proud to say I've sold over 150 copies and it has paid for my groceries more times than I expected.

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visual content designer 2019-2023
108 web novel 108 is a digital interactive novel that aims to explore different ways of storytelling in a digital space. it revolves around themes of self, collective thought, technology, and experienced reality. I worked with writer Jaric Sarmiento to bring a universe of 108 characters to life in a digital space. I worked as the designer and web developer—creating visuals, web interactions, user experience, back-end, video, 3d models, and games.
Home Screen

The foundation of 108's design 108 is a story told through the view of 108 unique characters. the structure of the web experience needed to be malleable to each story's format and content.

the navigation bars create a window into the world of 108 and allows each page to stand on it's own.
The brand color of 108 is primarily black and white because colors are reserved for individual's stories.

When the reader is viewing the world through an outside perspective, everything is black and white. When the reader is experience the view of a character, the world erupts in color.
Hovering over constellations reveals their form.
Clicking a constellation reveals a part of the story.
Digital textures, pixelation, and RGB colors are used to show the deterioration of the universe and character's experiences. Graphics are choppy, changing, and reflective of the chaotic reality of 108.
The full constellation art.

Piecing reality together 108 covers themes of shared conciousness and panpsychism. the web novel is designed to be pieced together, into a complete work unique to the reader. This can be seen in the logo system, a collection of 108 separate logos that can all combine together into new logos.
dynamic logo system The concept of the logo is that the numbers 108 are always the logo. There isn't meant to be one visual representation, characters in the world will see the number in nearly anything. It represents finding meaning in something, where others may find none. I wanted people to connect to 108 similarly to the ways people connect with numerology. When you see 108 in the moment, it means something. In that moment, you have been absorbed into the world of 108.
logos

The logos are designed to play off of each other and expand on the world itself. The logo's lean deep into abstraction, because they are grounded by the design system they live in. Where have you seen logos like these before? How would they exist in 108? The logos create links and divides that mirror our own world.
A pattern made with all of the logo variations.

Lurking on the seeing star's forum One of the pages where you see the most characters interacting is the online forum seeing stars. This is a forum dedicated to understanding all of the odd things going on in the universe.
The forums are a space to learn more about each character. How do they showcase themselves in a digital space? What can you take away from their profile picture? Is that how they look, is that an edit, is that bitrot warping the image?
Profile pictures
The body type descriptor was taken from an old sewing forum where users would mark their profiles with their body type to recieve better feedback or recommendations.
More profile pictures

Interactive pages A central pillar of designing content was finding ways for users to interact with it. We wanted discovery and deduction to be a part of the story telling.
The greeting card opened by the viewer

digital footprints and data The effects of time are important in 108. we see characters in their past, present, and future. the reader is scraping through the echos of characters and the changing data of the world.
22's twinkl photo archive
Gossip ad's found on the blog page
A journal entry
A calendar memory
Shopkeeper's item description screen
Full map for the text rpg

the future of 108 108 is a view of the current digital age through the lens of early internet culture. The form of 108 will evolve over time. The dream is to create a unified cross platform experience with more interactive elements that are enticing to readers with a desire for experimental story telling. chapter 2 coming soon™

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featured artist 2024
boyfriend village University of Alabama's Black Warrior Review has a digital edition called Boyfriend Village. Its a student run literary journal released once a year. I worked with editors Darby Power and Jaric Sarmiento as the featured artist to design the website for their issue of Boyfriend Village: More Than One Boyfriend. My role was to design the brand identity and web experience.
brand identity Boyfriend Village changes identity every issue, there has never been a reoccuring logo. We wanted this issue of bv to elevate the online journal experience and provide it an alternative structure for future issues. Zines and journals are a special way for art to be passed around. I wanted the website to feel print brought to life digitally.
initial moodboards
Moodboard 1 | a playful, blobby, overprint mess of shapes. Proudly print in digital form.
Moodboard 2 | pixels, silhouettes, and digital filters. Anonymous, but human.
Moodboard 2 was selected because it was a better representation of "more than one boyfriend". As well, I were drawn to the textured type. The blurring and pixelation represents lost memories and past relationships I explored a lot of funky type effects and type mock ups
logo drafts

While we enjoyed the look of halftones, pixels, and bleeds—we felt it was getting too busy in the logo. It also felt too specific to this issue of boyfriend village, we wanted the branding to still remain open. The final logo removed the text effects, but kept the silhouettes. The logo uses the repeated shape to visualize the multiple boyfriends as homes in a neighborhood.
Final logo

web experience I started with a mid-fidelity gray box to draft out the website.
concept for the welcome screen
concept for a credits screen
concept for the table of contents
concept for the table of contents
concept for displaying an artist's work

Web Experience One of the biggest differences between print and digital, is how you curate the experienced structure of your work. To lean into the non-linear order, I designed a constellation of stars the reader can click to read different pieces. The constellation lays ontop a double pronged tree that loops upon itself. To view the complete constellation, you need to scroll with the page. Once a reader clicks on a piece, they'll have a grid of icons to continue onto another piece. branching them off the path of the constellation and onto their own journey.
final designs
Final design for the table of contents constellation.
Final design for artist's work.
Final design for artist credits.

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brand & web designer 2017-2020
Copysource Copysource is a 30 year old print shop preparing its brand for future growth. Copysource had the trust of local customers, but it's brand language was incomplete. The goal was to create a simple, flexible design system that anyone in the shop could use to create brand assets.
The original brand
The print shop
Old logo
Marketing customer folders
Inside the print shop

The Rebrand The logo for Copysource is typeset in Montserrat Bold to embrace the company's professionalism, kept in lowercase to create strong repetition across the letters.
Logo
Color palette readability test

The colors were chosen to attract customers and advertise our printing quality.
Branded pattern

I created a brand pattern to showcases our colors and playfulness. It can be used across social media icons, business card backs, signage, and more.
product imagery

printed materials and signage

customer folders The folders we protect customers prints in is a great opportunity to market to customers. It's something people will keep their prints in and remember years down the line. These folders are meant to be memorable, colorful, and eye catching to bring customers back to the store after a purchase. I organized a collection of stock photography that communicates the feelings of copysource to kept nuggets of the old branding intact.
Explore the Copysource Brand Guidelines ➔
website This project was kicked off because the old copysource website was built in adobe muse, which lost support in 2018. The site was interlocked with an outdated backend and muse didn't allow for the quick website updates the company needed. The new site is built out on squarespace to ease site changes made by any employees. The site is primarily used for customers to place orders, contact copysource, or hear about sales. Explore the copysource website ➔

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motion designer
motion reel Today, digital design requires motion to feel natural and responsive. I use After Effects, UMG, and RIVE to bring life to my projects. I create motion graphics for videos, animations, websites, and interfaces. Below is a collection of motion projects.
chronicle books motion package I designed a conceptual brand package for chronicle books. this included a rebrand, social media messaging, and examples of motion application.

collage music video Here is a music video I designed for a local rapper in Bellingham, Washington. I hand cut magazines to create an animated collage for the song.
Percy Jackson title sequence This is a conceptual title sequence animation for a Percy Jackson movie. The style was inspired by saul bass.

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print design
bookshelf One of my entry points into design was studying book arts. I love book binding and value the ability to design content, print it out, and bind it into a final piece. Below is a collection of print media I've made.
time traveler's journal An interactive book that doubles as the vessel for the time traveler's story and as the actual time machine used in the book. I lead the production on this project and hand bound them. each chapter has it's own interactive pieces for the reader to discover.

SCAB magazine An experimental design magazine to explore the bounds of print content and graphic design.

design study abroad book A book showcasing the 2019 WWU design study abroad trip to germany and amsterdam. The content was meant to highlight the design media we were studying on the trip, aswell as the design teams we met!

univers type specimen

book of texture A book concept I designed where you are meant to engage with pictures like they were braille. The image is not what's important, the texture is the image itself.

death of the human ego A book that combines articles about psychedlic use in the modern age. The goal was to guide the reader through material with typographic layouts and illustrate people's experiences without falling too hard into the psychedlic visual tropes.

WWU's bfa class of '20 intern stories A package of print media designed by WWU students highlighting the internships they took part in during the summer of 2019.

Lusi Sans type specimen Type specimen I designed for my own custom typeface Lusi Sans.

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chancellor gardiner
about me
I create products and experiences from the ground up. building the foundation with user's in mind.

Designing content and graphics to keep people engaged. proving ideas with interactive prototypes and concept walkthroughs.

Testing through development and assuring quality. I set the north star and lead the team towards success.

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