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Secret Dimension
Studio Support
Secret Dimension
2026
Logo and branding support; in-house documentation; prototyping
Working at Secret Dimension for four years, I stepped in for a variety of internal development, in addition to out client support work. A few task highlights from the less-standard side of the UI wizard toolkit.
Highlights:
Competitive analysis for studio website branding
Email signature proposal
Pathing calculation diagram for engineering discussion
Multiplayer flow diagram
CASE STUDIES
GALLERY

Branding guide whitespace, fun style variant for a specific project

Presets and tools I built for the design process.

Touch area visual aid for the design team to grok what is comfortable and expected on mobile.

Technical notes made for the designers

Competitive analysis of branding

Flexible button example

Pathing Diagram
Working with gameplay and engineering, I sometimes create diagrams to clarify a problem happening under-the-hood that seems so simple to show in the UI.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.

Pathing diagram (2)

Multiplayer lobby wireframes
Demonstrating how 2D art can be compelling as collectibles.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.

Company branding
I often pop on the graphic designer hat when needed, and then take it through implementation.

Branding guide whitespace, fun style variant for a specific project

Presets and tools I built for the design process.

Touch area visual aid for the design team to grok what is comfortable and expected on mobile.

Technical notes made for the designers

Competitive analysis of branding

Flexible button example

Pathing Diagram
Working with gameplay and engineering, I sometimes create diagrams to clarify a problem happening under-the-hood that seems so simple to show in the UI.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.

Pathing diagram (2)

Multiplayer lobby wireframes
Demonstrating how 2D art can be compelling as collectibles.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.

Company branding
I often pop on the graphic designer hat when needed, and then take it through implementation.

Branding guide whitespace, fun style variant for a specific project

Presets and tools I built for the design process.

Touch area visual aid for the design team to grok what is comfortable and expected on mobile.

Technical notes made for the designers

Competitive analysis of branding

Flexible button example

Pathing Diagram
Working with gameplay and engineering, I sometimes create diagrams to clarify a problem happening under-the-hood that seems so simple to show in the UI.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.
In this game, all players move along a grid path to a finish line. We wanted to show the player's percent completed along that path. Seems simple to calculate and display, right?
But there are branch points where the player can select a shortcut. This impacts how to calculate that percent complete. It also begs the design question of what does that "percent complete" actually mean when comparing players.

Pathing diagram (2)

Multiplayer lobby wireframes
Demonstrating how 2D art can be compelling as collectibles.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.
* Not my pug art, but I the drawings are adorable! And fun for the mocks while we did not have any compelling visuals in the early proto process.

Company branding
I often pop on the graphic designer hat when needed, and then take it through implementation.
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