Projects
musascontact@gmail.com
Star Wars: First Assault
In this exciting chapter of my journey, my focus was on crafting visually stunning and immersive gaming experiences, with a special emphasis on UI , UX , and HUD design. Immersed in the iconic Star Wars universe, I collaborated with passionate teams to bring beloved characters, epic battles, and captivating stories to life. Together, we created gaming experiences that left an indelible mark on the hearts of Star Wars fans worldwide, engaging them in unforgettable adventures and deepening their connection to this beloved fictional world
Location based Innovative experience
This chapter allowed me to lead a talented team of artists and UX designers, setting new standards for artistic excellence. Together, we crafted groundbreaking location-based gameplay, mesmerizing AR FX, and awe-inspiring audio-visual adventures. Along the way, we faced challenges related to safety, privacy, and visibility in bright daylight conditions. To overcome these obstacles, we strategically incorporated haptics and audio elements, allowing us to deliver immersive experiences that transcended traditional UI visuals and engaged the senses in innovative ways.
Niantic, Inc
Sniper 3D
Within the vibrant realm of WildLife Studios, I had the privilege of assuming the role of Director of Art. This particular phase of my journey was defined by the invigorating responsibility of overseeing and leading a team of exceptional artists and UX designers located in both Brazil and the US. As we embarked on various projects, we encountered notable UX challenges, such as optimizing the sale of items in the store and striking a delicate balance in offering discounts and promotions based on user segmentation and tiers. Our goal was to provide players with just the right amount of information about specific items, enabling them to make informed decisions swiftly without overwhelming them.
Sky Warriors
Within the vibrant realm of WildLife Studios, I had the privilege of assuming the role of Director of Art. This particular phase of my journey was defined by the invigorating responsibility of overseeing and leading a team of exceptional artists and UX designers located in both Brazil and the US. As we embarked on various projects, we encountered notable UX challenges, such as optimizing the sale of items in the store and striking a delicate balance in offering discounts and promotions based on user segmentation and tiers. Our goal was to provide players with just the right amount of information about specific items, enabling them to make informed decisions swiftly without overwhelming them.
War Commander : Rouge Assault
As the Director of Art & UX at Kixeye in San Francisco, I led and mentored teams across multiple locations, resulting in the creation of groundbreaking titles like "War Commander Rogue Assault," "Battle Pirates," and "Vega Conflict." One of the key challenges we faced was transitioning from web-based apps to the mobile platform. While the team possessed extensive experience in web-based games, they were relatively new to the world of mobile gaming. It required dedicated effort and time to guide them in understanding the nuances of creating content that catered to the limited attention span, screen size, and overall complexity of features on mobile devices. Through collaboration and perseverance, we successfully navigated this challenge, ensuring that our games delivered immersive experiences optimized for mobile gaming enthusiasts.
InceptionNet
The InceptionNet prototype project aimed to establish a dynamic platform that connects talented entrepreneurs possessing diverse and complementary skills. By fostering collaboration among like-minded individuals, InceptionNet sought to empower the formation of remote teams capable of achieving remarkable feats in product development.
Star Wars: Force Unleashed I&II
As I found myself fully immersed in the iconic Star Wars universe, I had the extraordinary opportunity to lend my artistic vision as the Lead Artist at LucasArts. Throughout this project, I encountered unique challenges that demanded the definition of new tools and technologies. In close collaboration with engineers from LucasArts and LucasFilms, I meticulously provided them with detailed specifications and UX mockups, guiding the development of the tools necessary for constructing intricate maps and shaders. Together, we strived to bring the universe of Star Wars to life in all its visual splendor, ensuring that every click and interaction reflected the passion and attention to detail that fans have come to expect.
guardians of Haven
At GREE, Inc., I took on the exciting role of Director Art, leading talented teams in San Francisco and Melbourne. Together, we embarked on an exhilarating adventure to create a groundbreaking AAA free-to-play FPS mobile title. Our synchronized efforts and unwavering dedication resulted in the creation of an exceptional gaming experience, captivating players with stunning visuals, immersive gameplay, and unparalleled artistry.
Chasing Dead
In the realm of product development and entrepreneurship, I led the charge as the Director of Product at Twenty Twenty Venture in Burlingame, CA. This chapter was marked by formulating and executing product roadmaps, driving the development and launch of gaming products (FPS) across various platforms. We orchestrated impactful marketing campaigns, leveraging broadcast-quality videos and gameplay to captivate audiences and unleash the full potential of our creations. In addition, I had the opportunity to directly contribute to the UX design, coding, and implementation of UI (user interface) and HUD (heads-up display), ensuring a seamless and immersive user experience at every interaction.
Battle Pirates
As the Director of Art & UX at Kixeye in San Francisco, I led and mentored teams across multiple locations, resulting in the creation of groundbreaking titles like "War Commander Rogue Assault" & "Battle Pirates," One of the key challenges we faced was transitioning from web-based apps to the mobile platform. While the team possessed extensive experience in web-based games, they were relatively new to the world of mobile gaming. It required dedicated effort and time to guide them in understanding the nuances of creating content that catered to the limited attention span, screen size, and overall complexity of features on mobile devices. Through collaboration and perseverance, we successfully navigated this challenge, ensuring that our games delivered immersive experiences optimized for mobile gaming enthusiasts.
X-Men 3
Drive the success and growth of the X-Men: Mutant Academy franchise. Enter the world of mutants and unleash your powers in intense one-on-one battles. Choose your favorite X-Men character and engage in epic fights against iconic villains. Master your mutant abilities and become the ultimate champion.