
Sid Meier's Ace Patrol
Very small team! I was one half of the main 2D art team, was super fun to collaborate with a legend.
This project was my first with mobile, and it was a new world and new problems. Mostly button sizing and placement
and other weirdness with apple devices and placement of that damn notch LOL.
App Icon, Logo creation, Portrait creation, Icon creation IOS UI design



All stages of the game
When I arrived at Firaxis, I came on at the end of Civ 5's 2nd expansion. Coming in to help finish the game was nothing different than the past.
BUT. It was new tools, and systems I have never seen before. Small team doing an insane amount of work but somehow we didn't do overtime.
I was shocked. Everything just worked. All roles were filled with people who were very strong and built trust with each other.
We then switch to prototyping phase and it was like no other in my game career. It felt like old school development, and people threw stuff in to see if it was fun.
So cool. That time was probably the last of that style of development, but we all have to adapt and improve systems and the way we interact.
Firefighting
At this point , I was swapping between 3 teams trying to get assets done. Totally nuts, but I had to be on point.
I knew everyone and could assess quickly. I could easily get the vibes of what others were laying down as far as style and feel of the game.
I felt one of my best strengths is confidence that I can help and not be a burden.


XCOM 1 and 2
I ended up jumping on at the end of the project to output icons in order to fill out all of the possible unit actions. These ended up being carried into XCOM: Chimera Squad, along with additional new unit actions.







