My clients include Microsoft, Starbucks, SubPop Records, Nickelodeon, Disney, Adobe, the Democratic Party and many others. I've spoken at SXSW, San Diego Comic-con, the Seattle Interactive Conference, the Seoul International Cartoon Festival and many other venues about interactive art and creativity. My work has been featured and lauded in the New York Times, The Boston Globe, The LA Times, The Seattle Times, The Atlantic, Art Forum, Tin House and many other publications.
I occasionally make things to sell, here, because, Capitalism.
Reach out to me for speaking engagements or interesting project ideas.
I am not currently taking on new freelance projects at this time.
The fine folks at White Whale Games approached me out of the blue for an opportunity that I have dreamed about since I was a kid: designing the packaging for a board game. The game is pretty simple in conceit and genius in execution, a combination of Pictionary and Apples 2 Apples. As a result, the hand-drawn look was very important to the client to convey the fun and creativity of quick sketches.
We explored many options, but we quickly found the repeating pattern to be a very compelling direction. One aspect that I hadn't previously considering in game package design was how cluttered the game market is, both before and after purchase, that is: you want the game to stand out amongst all the other games a person owns, and for it to become a household favorite. Thus, we decided to lean heavily on bright, pop-y colors and patterning, in the hope of making a distinctive presence on any game shelf.