- C
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Amplitude
UI/UX LEAD
PROCESS + JOURNEY
As an independent developer, Harmonix was intrigued by the recent emergence of crowdsourcing platforms as a means of funding game projects. The studio decided that a revival of studio’s cult favorite Amplitude could be a strong candidate to test the waters. Originally released on the PlayStation 2, the game was a critical success, but failed to reach a wide audience. As part of the team assembled to pitch the game to the Kickstarter community, I developed all new branding and contributed to the pre-visualization used to generate buzz during the campaign.
Upon reaching our funding goal, major work began on the game engine to improve its rendering pipeline and overhaul it’s authoring tool set in order to support the new game. Leveraging user flows and wireframes, I worked closely with the engineering team to build out the development road map, ensuring the team would have the necessary tools to build the game and deliver on the tight timeline.
Told in the form of a multi-act concept album, the narrative of the game revolves around a group of synesthesia researchers using nanotechnology to reprogram the human brain. Both the visual design and technical execution of the menus and HUD positioned the player as if they were interacting with the same operating system as the protagonists, complete with simulated biometric authentication, scripted virtual assistance, and graphical glitches.
While the game was originally envisioned as a high-definition remake, I was a vocal advocate for deploying the 12 years of expertise we’d gained between iterations; championing both usability and accessibility as a form of a fan service.
LOGO
2003 LOGO
 
                            ROUGH IDEAS
 
                            FINAL LOGO
 
                            MENUS
SPLASH SCREEN
 
                            USER FLOW
 
                            WIREFRAMES
 
                                 
                            MAIN MENU
 
                            CAMPAIGN SELECT
 
                            INPUT CONFIG
 
                            ANIMATIONS
 
                                 
                            CONTROLLER MAPS
 
                            TYPOGRAPHY
PRIMARY
 
                            SECONDARY
 
                            ICONS
CONTROLLER ICONS
 
                            POWER UPS
 
                            SHELL ICONS
 
                            STYLE FRAMES
KEY ART
 
                            ALTERNATIVE RENDERS
 
                            HUD
CONCEPTS
 
                            SINGLE PLAYER
 
                            MULTIPLAYER
 
                       
                                 
                            - Creative Direction: Ryan Lesser
- Development Lead: DeVron Warner
- Art Direction: David Battilana
- Concept Art: Lauren St. Onge
- Environment: Mitch Fletcher
- Blasters: Matt Gilpin
- Track: Eric Camara & Dare Matheson
- Key Art: Michael Bierek
- UI Engineering: Avida Michaud, Mathew Sharpe, Eric Malafeew, & Roger Hannah
- Quality Assurance Lead:Simon Yan
CREDITS + RESOURCES
PLATFORMS
 
                        | PREVIOUS PROJECT Rock Band VR | NEXT PROJECT Dance Central Spotlight | 
 
        




