About me

Designing one pixel at a time...

My face

From a young age, Daniel knew that he wanted to be part of the creative industry. He made that dream a reality after getting an MFA from USC's Interactive Media Division.

Daniel Co-Founded Crater House with Bill Graner and other alumni of USC's Interactive Media Division. There they created exciting, uniquely creative apps and intellectual properties for international brands-including Shaq Sky Slam for Shaquille O'Neal, and original design and development for The Israel Antiquities Authority, Tyson Chicken, Kraken Rum, and the California Indian Museum and Cultural Center.

Daniel does Interactive Design, UI/UX, and front-end development. He makes sure products look and feel amazing. He likes making weird and wacky games with an offbeat sense of humor in his spare time.

Resume
Portfolio PDF

Awards & Press

Some accolades!

Awards

2017 My Famicase Exhibition : Rusty Blade

2012 San Francisco Global Game Jam : Most Polish For Dynamice

2010 Independent Games Festival Student Showcase Winner For Spectre

2009 Indiecade Finalist For Spectre

2009 Independent Games Festival Student Showcase Winner For Kid the World Saver

2007 California Governor’s Safety Award For Disaster Zone

Press

PC Gamer Magazine Issue #280 July 2016 Top 10 Downloads : Cold Email

PCGamer.com March 2016 : Cold Email

Rock Paper Shotgun: Cold Email

Indiegames.com: Cold Email

Pewdiepie: Cold Email

Indiegames.com: Type Set

Projects I've Worked on

Selected Works

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Older Projects

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Trickits : UX Design Process

Part 1: Workshop & Research

Because this was being based on a physical experience there was lots of prior art to base my designs on. In our initial talks, we discussed using the app as more of a journal or workbook where the users would use the app to tell them what activity to do next and subsequently record their progress.

Trickits
Trickits
Trickits

Goal

-To make an interesting and fun to way to interact with a journal.

-Use prior art to inform the look and feel of the app.

Deliverable

-Create rapid interactable prototypes to immediately begin testing the interface using POP by Marvel.

Part 2: Prototyping

As with any product, it is important to make prototypes fast and early. In the case of Trickits, we had the added challenge to design for young children ages 3-11. We also had to designso that parents could also use the app to either help or monitor the children's activities.

Trickits
Trickits

Goal

-Make rapid prototypes for quick user feedback to confirm that the app was easy to use and fun to interact with.

-Make interaction engaging for the target audience and easy to navigate for parents.

Deliverable

-Iterate on both UX and make preliminary art decisions.

Part 3: Development & Iteration

Trickits
Trickits
Trickits

Goal

-Use knowledge from user testing to finalize the design and functionality.

-Understand and develop the user story and features.

Deliverable

-Finalize the product for release.

Part 4: Results & Reflection

Results

-App was released and used to replace the physical experience of Trickets.

-Achieved initial goal of satisfying both children and parents with a fun experience.

Reflection

-The importance of researching the trends of the target audience is crucial. Without initial research we would not have achieved successful results for the user interface.

-When evaluating user feedback it was crucial that we would cross reference with the Apple Design Guidelines. It was important to maintain consistency in app design for users to have familiarity with interactivity.

Cold Email

Design | Art | Programming

Cold Email logo

If you've ever released a game, you've found yourself in a position where you have to send it off to the gaming press. Maybe you don't know anyone, maybe you have a couple of contacts - either way, you're nervous and trying to contact as many people as you can to get the word out about your game. Cold Email is about that. Except your computer is also kind of messed up and about to explode.

In Cold Email, you need to fire off emails as fast as you can before your computer explodes from malware. The send button has a nasty tendency to wander in the Game Jam title, though, so it may be difficult to get out all of those necessary emails before your PC bursts into flames. Do try, though, as your game, and your livelihood, depends on it.

Download Cold Email

Watch Pewdiepie play Cold Email!

Cold Email Screenshot
Cold Email Screenshot
Cold Email Screenshot
Cold Email Screenshot

Kid the World Saver

Game Designer | Artist

Kid the World Saver logo

Move blocks around to guide Kid to the end of the level!

Awards

IGF Student Showcase Finalist 2009

Download for PC.

Trailer

Type Set

Project Lead | Game Designer | Programmer | Artist

Type Set logo

Type Set is a game about moving a conversation along, literally. The player physically manipulates the words on screen through touch gestures. Just like a normal conversation depending on which words you emphasize it can change the tone and direction of the conversation. Emphasis is placed on certain words by making them bigger /smaller or rotating them. In this case, the protagonist is having a phone conversation with Sarah, his girlfriend's best friend, about why his relationship with his significant other is ending. So the conversation changes depending on the way players solve the puzzles ( i.e. emphasizing certain words to change the tone of the conversation in an angry or nice way).

For iPad only. Made with Unity 3D. MFA Thesis project.

Press Feature: Indiegames.com

Type Set Trailer

Type Set Screenshot
Type Set Screenshot
Type Set Screenshot

Spectre

Artist | Game Designer

Spectre logo

Spectre is a recombinant narrative platformer, a game that tells the story of an individual's life. The landscape before you is not a physical world, but 73 years' worth of Joseph's memory: moments of joy and fear, light and darkness. As you navigate through his specific recollections, similarly themed events will glow brightly. If you succeed in these moments of play and follow a glowing path, you will find a theme uniting his experience, and uncover a little more of his fading memory. If not, your nightly story will end in confusion.

Awards

IGF Student Showcase Finalist 2010

Indiecade 2010

For PC / Mac. Made using Flash.

Spectre Trailer

Monoverse: This is not physics

Game Designer | Artist

A 2 - 4 player multiplayer game!

For PC. Using Torque 2D.

Dig Quest: Israel

UX | UI | Designer | Front-End Programmer

Dig Quest logo

Become an archeologist, and use your device to explore Israel’s past! Dig up the 2,000-year-old Lod Mosaic, and piece together the Dead Sea Scrolls. A collaboration between Crater House, Maya Cohan Productions, and the Israel Antiquities Authority!

Download iOS / Android Made with Unity3D.

Dig Quest Screenshot
Dig Quest Screenshot
Dig Quest Screenshot

Shaq Sky Slam

Interaction Designer | UI/UX | Front - End Programmer

Shaq logo

A new extreme sport for your mobile device brought to you by One Spear Entertainment, Crater House, and the man himself, Shaq!

Get ready for the most over the top extreme sport ever created. Skydive with a basketball in hand, plunge through the stratosphere at terminal velocity, grabbing coins and diving through hoops along the way. Divebomb toward the basketball court below, lock in on your target, and slam dunk that ball!

World renowned daredevil Robbie Maddison can’t resist a stunt like this. And he’s sky slamming Maddo style, jumping his bike from the plane!

Made for iOS / Android. Made with Unity 3D.

Sky Slam Screenshot
Sky Slam Screenshot
Sky Slam Screenshot

Dynamice

Game Designer | Front - End Programmer

Dynamice logo

Play single or two player, but two player is more fun!

Players take turns running the maze and can see the footprints left by previous turns. The question to ask: is the other player running towards the cheese, or leading you into a trap?

Made at the global game jam in 48 hours and won the award for Most Polished Game at the 2012 San Francisco GGJ site.

Download here PC/Mac. Made with Unity3D.

Dynamice Screenshot
Dynamice Screenshot
Dynamice Screenshot

Touch Lightning

Front-End Programmer | Game Designer | Graphic Designer

Touch Lightning logo

We wanted to express the beauty and power of nature with simple and intuitive mechanics, so we put bolts of electric fire at your fingertips. Of course, nature can also take the form of undead animals driven to shamble out of the forest by their terrifying hunger.

For iOS. Made with Unity3d.

Touch Lightning Screenshot
Touch Lightning Screenshot
Touch Lightning Screenshot

Rusty Blade: Famicase

Graphic Design

Famicase

I designed a fake Famicom game for the Famicase Exhibition. It was displayed at the Meteor Gallery in Tokyo in May 2017.

Visit Famicase Here.

Famicase
Famicase
Famicase

Journey To The End of The Night

Graphic Design | Promotional materials

Journey to the end of the night.

I was reponsible for graphic design for Journey to the End of the Night Holloween 2017 in Tokyo. I had to design for web and print. Including movie posters, and stickers.

Visit Journey to the end of the night Here.

Journey to the end of the night.
Journey to the end of the night.
Journey to the end of the night.