Camp Pokémon is a free iOS app designed to be an introduction to the world of Pokémon designed for users between the ages of 6-9. I played the role of both Project Lead as well as Art Director.
From the initial pitch to the final deliverable, I worked closely with the client in architecting the entire experience while guiding a team of artists, developers, and QA Engineers. I also played the role of lead 3D and 2D artist, setting the tone and direction for the final product.
Camp Pokémon was featured in Apple's "Best New Apps" and hit over 1 million downloads in it's first two weeks of release.
All animation, illustration, 3D Modeling and post-work done by me. All work done prior to 2012.
I directed and produced this bumper for the 2012 Indianapolis International Film Festival. Beginning with the IIFF's core mission of "Creating a shared experience around film", I developed the idea of forest creatures accidentally witnessing cinema for the first time, yet still having the innate desire to share the experience with one another.
Collaborating with a team of designers, developers, and UX designers, I led the full redesign of Pokémon.com. Along with the classic Pokémon site features, our team incorporated entirely new content, such as the Trainer Club, a new stamp based achievement system, and personalized profiles suited for a young audience.
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Visit Site
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POP was asked to pitch for the new Seattle Sounders iPhone app. I was the Art Director as well as lead designer. Our pitch won. Although I wasn't the AD on the project, the look, feel and UX of the final app stayed true to these initial comps.
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View on the App Store
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Style boards for an interactive store-front display allowing customers to create their own songs and outfits.
POP was chosen to pitch for the complete re-design of WWE.com and all of it's sub properties. I both Art Directed, designed and led up our research efforts to better understand the WWE audience.
Having not watched wrestling since The Ultimate Warrior was a mainstay, we had to quickly answer many questions around both where to lead the brand and what functionality was most important to the current user base.
We chose to focus on the larger than life personalities of the Superstars themselves, transforming WWE.com into the go-to destination for videos and bios, all the while energizing user engagement and prompting the WWE Network as the ultimate expression of fandom.
These were the style boards for the Dow Agrosciences Grower's World kiosk. For an upcoming trade show, the client was interested in making their product portfolio both interactive and approachable. We formulated the idea of a disk with four distinct seasons, each with it's own hot points and subsequent product information. The final app runs on V3Touch hardware.
iPad app showcasing valvacore's various heart valve products. The user can touch on anywhere on the screen to activate the main menu. Once the Valves section is active, users can then drag each valve they would like to obtain more information into the central heart, where it is then viewable with full 3D rotation.
*Company name replaced with "Valvacore" due to confidentiality agreements.
As Foundry's Visual Design Director, I led an extensive re-branding effort, guiding and involving the entire team through a series of exercises focused on finding the personality of both our team and our work. We ultimately settled on the name "Foundry" and set to work building a brand language that would stand out within the org and Microsoft as the company's premiere experience incubation team.
Cityway is a massive new development currently being constructed on the south side of downtown Indianapolis. It plans to boast world class dining, hotels, fitness centers and nightlife. Prior to opening, the developer wanted to establish a welcome center, complete with 6 touch screen units for visitors to interact with. Vision3 was chosen to deliver the final app and hardware. These are style boards for my favorite concept, however, the final product ended up being another of my designs, which can be seen in the video below.
These were a set of micro-games designed for Target.com. With the goal of engaging mothers and their children, these games helped drive traffic to Target.com and it's brick and mortar stores via incentive based gameplay.
I collaborated with a team of developers in architecting the UX and game design.
Microsite for Super Mario 3D World.
Pitch comps and strategy for a Mario Portal project.
Simple, colorful 3D character designs for an upcoming ocean themed iPad game. All characters were modeled in Cinema 4D with additional details and texturing completed in mudbox. Target audience is four to eight years old.
Biomimedic isn't your ordinary medical company. With a revolutionary new product coming to market and an emphasis on growing their brand awareness, Bio wanted a truly crowd stopping interactive exhibit for their tradeshows and corporate lobby. Vision3 delivered with a custom touchscreen solution nine feet in width, capable of switching between single and multiple users.
Vision3 was chosen to build both a touch wall and ipad app for Firestone Building Products. I created this video, beginning with storyboard concepts based off a strict client script, all the way through 3D modeling, animation, and post production. Sound Design - EarShot Audio
Style frames for a short film centered around a mysterious, deserted space outpost. The original objective was to develop a project to help me learn Cinema 4D, but it turned into something much more. Short sequences of this piece can be found in my motion reel.
Tour poster design with custom typography. Also experimentating with intentionally corrupting image files via a text editor. Personal project
I go through a lot of sketchbooks. Although the majority of the pages get filled up with thumbnails and client notes, I noticed there were quite a few interesting sketches surfing around the margins. I decided to pull all of these "work" sketches, about seven years worth, into one single composition. This was the result. The final print was 24x36" and consists of apprroximatly 180 individual sketches.
In 2011, I was commissioned to create a set of graphic prints for my design studio. At the time I was very interested in awkward forms and uncomfortable compositions. These were the result.
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