WWE 2K26
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I once again had the pleasure of working on this year's WWE release . Similar to previous years I was major player in defining, documenting, and executing this year's aesthetic throughout the UI. This includes but is not limited to: being a major player in concepting, definine, and documenting the art style, implementing it in-engine and creating scalable pipelines that were then distributed for the rest of the team to use for their own skinning and implementation work. Creating high fidelity splash, assets, mockups, card series, vfx, shaders, robust animated sequences for some of the game's most high-profile features, and so much more. Shown here is only a tiny fraction of some of the work I contributed to this year's product. One of my favorite parts about working on this IP is we're encouraged to really push the boundaries of what can be done in UI space visually. WWE is inherently over the top, so we should be too! Very proud of what we accomplished!
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MyFACTION
Disclaimer: Images are mockups only. Specific superstar, cards, and rarities not earnable in game.
This series was such a joy to work on. Definitely one of my favorites. Getting to develop my own process for creating a black metal logo for the first time was so much fun. I think I can also credit myself as a hand model now! All the hands you see in this series are my hands!
Short, sweet, and impactful. This sequence was built with a mix of traditional 2D UI animation, shaders, hand animated effects, and data driven content systems. Plus I got to make my own impact frames!
Showcase
I was so happy when the aesthetic I pitched for this year's Showcase was approved. I knew I wanted to bring Punk's brand kit to life in a way that made it feel fresh and visually distinct from the main game aesthetic. One of my favorite ways that was achieved was with hand-animating a a faux reduced frame rate. All of the animations and effects you see thoughout the entirity of Showcase were hand animated to have that slow, slightly choppy but still subtle animation treatment.

Ringside Pass
In addition to building the screen structure, elements, animations, and effects for this feature, I also got to design asset package for the first season - AAA!
Disclaimer: Rewards seen here are using testing data for flow and animation testing. They are not reflective of earnable content in the full release.
The press pass cells for the ringside pass rewards was the brain child of Art Director Nathan McGuire. Turning that initial idea into something real, scalable, and animated was a really fun challenge.