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After working on Crimson Alliance, I got a chance to cross something off of my bucket list—be a part of the Halo development team!

I worked on Halo 4 as a UI/UX designer and 2D artist for two of the new game modes—Dominion and Extraction.


Dominion is an objective-based, team game mode for Halo 4. The objective is to capture, defend, and control the different bases on the map.  As a team holds the base, they accumulate points.  The longer a team holds a base, the more upgrades (automatic turrets, vehicles, shields, etc.) that they are able to build to help defend that base.

It was my charge to make sure that the player could easily and intuitively monitor the progress of the match as well as the events that were occurring within it.  It goes without saying, but all of this needed to be communicated discreetly so that the information could be accessed and digested by the player while in a gun battle and/or while driving/flying a vehicle.

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Dominion was an instant fan-favorite as a game mode and learning how to create and alter Dominion in Forge is still one of Certain Affinity’s most successful YouTube tutorials. 

 “A sexy sandwich of chaos and calculation”
—totalxbox.com

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When the mode work was over, I was wrapping up some of my 2D art responsibilities for the game and transitioning to my role as Senior Brand Manager.  I guess that I got started on my new role before my last one was over (pssst.  That's the Certain Affinity logo).