Ongoing work for indie visual novel developer, Wind Chimes Games. Can't share too much until official announcement, but was permitted to display the following screens (with appropriate censorship); enjoy, and keep an eye out for the title to drop!
Ongoing illustrative/design project to streamline the weapon UX in the open beta of Supergiant's Hades 2.NOTE: This project is on hold until the game's v1.0 release.
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Inspired by the Destiny Companion app, SCRIBE was developed over the course of one semester. Currently being expanded beyond prototyped UX skeleton into a more established, user-friendly, attractive interface.
Initial UX research included user personas, journeys, asset iterations, and wireframes, as well as user flows and research conducted in the form of surveys and individual interviews.
Completed as a proof-of-concept reoptimization of Duolingo’s onboarding process. Inspired by personal critiques and issues encountered regarding data loss and cloud backups (or lack thereof).
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Ongoing project to revamp the minimal UX of Night School Studio's adventure sidescroller, Afterparty. Inspired by personal critiques during my first playthrough, and expanded both for immersion and visual charm. Currently being developed past wireframes.
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Work completed during a six-month internship to add and revise existing features within a gamified carbon tracking app.
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Rebranding for the Electronic Entertainment Expo, including animated promotional posters, brand collateral, and merchandise concepts as well as a logo style guide and poster-style case study. Coincidentally completed on the night that E3 was announced permanently cancelled— ain't that a [REDACTED]?
Aside from preparational and promotional material, collectible merchandise— passes, tickets, and sticker concepts— were also designed.
Experimental typographic zine installation created to make tangible the experience of living with comorbid mental illnesses, especially as a visual artist. The installation included both interactive and purely visual elements, including (but not limited to) the zine itself— which, in its printed state, was modified through shredding— and a non-modified copy, which the audience was encouraged to deface themselves. A QR code with a musical aspect to the installation was also included.
I'm an Arab-American visual artist primarily interested in narrative-driven art, visual storytelling, and the things that make us human.I got into design primarily because of a love of, again, narrative-driven art and visual storytelling. This was motivated further the more I got into gaming; the intersection of beautiful visuals and good, intuitive design became increasingly fascinating to me the more I consumed, and has become a huge passion of mine over the years, especially when it comes to accessibility reform in the realm of digital media.I believe that improving user experience and beautiful art should both complement and elevate each other. Good design should never come at the cost of quality of life, and it should never be the reason that someone can't access the art at all.I love birds, video games, and the color green. If you're interested in any of those things— or, hey, even if you're not!— feel free to contact me whenever.Resume available upon request.