I began working on user interface when I started at Edge of Reality. To keep with the over-the-top feel for the XFL football game, I wanted to have a very active 3D UI. The front-end interface took place on a jumbotron screen on the top of a building in New York, shot from different moving cameras.
My next UI task was to re-create the Sims interface for the console version of the game. To keep the UI clean and unobtrusive, I opted to stick with a simple 2D interface. I was not only responsible for creating the art assets, but was extremely involved with the design and implementation of the system.
The idea for the pause interface for Pitfall was to keep the player immersed in the world of the game rather than just being a distracting afterthought. When pausing the game, Pitfall Harry takes the book from his backpack, like he would any other item, and you take his point of view. Again in this case I worked closely with the UI programmer to implement the art I created, working on several different options for overcoming our memory limitations.