
Info + Timeline
January 2023 - September 2024 | Team Size: 12 | Studio: WhiteThorn Games
Role: UI Artist | Prototype Developer (Team)
At WhiteThorn Games, we worked on internal prototypes as well as client projects. In my time here, I learned how to incorporate accessibility into my UI designs. Working directly with the QA and UX/a11y departments was a great learning experience as we get an opportunity to improve our designs. We also got to work with other developers and even provide feedback so when they publish their game, the players can have a good experience. Overall, Indie Game Development was fun and I hope to do more in the future!
Overview
Developed in collaboration with an accelerator of colleges called the DART collective and funded in part by the National Science Foundation (NSF), Deepcover is a free fun-first mobile game developed with the intent to teach our target demographic about scams and misinformation through the lens of spy intrigue.
In it you play as a spy returning to the fold for the fictional international Digital Agency for Reducing Trickery, AKA DART. You along with your mentor must stop and catch enemy spies for the criminal organization SCAMM and their leader Walter Vile.
In order to progress through the game you can play through a variety of mini-games each thwarting the plans of the evil spies in a different way.
In it you play as a spy returning to the fold for the fictional international Digital Agency for Reducing Trickery, AKA DART. You along with your mentor must stop and catch enemy spies for the criminal organization SCAMM and their leader Walter Vile.
In order to progress through the game you can play through a variety of mini-games each thwarting the plans of the evil spies in a different way.
My Role
I was 1 of 3 artists who worked on the game and we all iterated and adapted our skills to make a cohesive style for the game. They are amazing artists, feel free to check out their work on their websites too!
[RE]noun Creative handled the graphics + marketing assets for this game. It was pretty cool to work with them as they had big input on how the game should look.
Artists: Ashli Hudson (Character Design) | Sherry Zhu (Environment Artist)
Deepcover Year 1
This game was made with multiple teams and different departments so here are the assets I had made for this game over the two years.


Deepcover Year 2


For Year 2, we changed the main menu a bit to include 2 more minigames. To address that, we decided to make a new popup menu that fits all of the new content and older content such as Photomode and Cyrpto-Grams.
Process
Here is a couple wireframes for some of the menus I made in Deepcover (Year 2). Got the opportunity to make more wireframes in Year 2. Year 1, majority of the UX was done by our Game Designer Zoey. This was a fun process and it was a good way to quickly iterate on the best layouts. Wireframes were made using Figma. We would often collaborate on these and utilize whiteboards to bounce ideas around.
After wireframes are approved, I move into designing the UI with Illustrator and Photoshop.
After wireframes are approved, I move into designing the UI with Illustrator and Photoshop.


Thank you for viewing!