GAMECOMMERCE - UI

GAMECOMMERCE - UI

GAMECOMMERCE - UI

2016 - 2019

2016 - 2019

2016 - 2019

GameCommerce was an interactive startup for branded experience

GameCommerce was an interactive startup for branded experience

GameCommerce was an interactive startup for branded experience

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These are examples of some of the game ads we created for GameCommerce. These were interactive branded experiences that would show on swipe-up social ads that reached millions of customers on SnapChat, Instagram and Facebook.

As the Head of Design at the company, I would meet with the clients directly to discuss their goals, then come up with wireframes to go along with several pitches I believed would be fun, engaging, match their brand and meet their KPIs. I would often pitch to large calls of people at companies such as StarBucks, HBO, and Dunkin’, fielding questions and making sure all needs were addressed. Once a concept was approved, I’d start building the game in Photoshop. As we grew, I hired additional design resources I would manage.

GameCommerce was the processor to Quest and we developed technology to convert PSDs into interactive experiences. The games also evolved to have social play and timed leaderboards. It helped my design practice that I understood the technology behind it how web experiences were built. I would frequently come up with ways to optimize sprite sheets and come up with better compression techniques to improve load times.

While GameCommerce was becoming a success and we started hiring new employees, we also saw a unique opportunity behind the technology we developed for it. We were working sometimes 16 hour days to meet timelines for these global brands. Ultimately, we decided to pivot the company to sell the software we created internal which is where Quest was born.

These are examples of some of the game ads we created for GameCommerce. These were interactive branded experiences that would show on swipe-up social ads that reached millions of customers on SnapChat, Instagram and Facebook.

As the Head of Design at the company, I would meet with the clients directly to discuss their goals, then come up with wireframes to go along with several pitches I believed would be fun, engaging, match their brand and meet their KPIs. I would often pitch to large calls of people at companies such as StarBucks, HBO, and Dunkin’, fielding questions and making sure all needs were addressed. Once a concept was approved, I’d start building the game in Photoshop. As we grew, I hired additional design resources I would manage.

GameCommerce was the processor to Quest and we developed technology to convert PSDs into interactive experiences. The games also evolved to have social play and timed leaderboards. It helped my design practice that I understood the technology behind it how web experiences were built. I would frequently come up with ways to optimize sprite sheets and come up with better compression techniques to improve load times.

While GameCommerce was becoming a success and we started hiring new employees, we also saw a unique opportunity behind the technology we developed for it. We were working sometimes 16 hour days to meet timelines for these global brands. Ultimately, we decided to pivot the company to sell the software we created internal which is where Quest was born.

These are examples of some of the game ads we created for GameCommerce. These were interactive branded experiences that would show on swipe-up social ads that reached millions of customers on SnapChat, Instagram and Facebook.

As the Head of Design at the company, I would meet with the clients directly to discuss their goals, then come up with wireframes to go along with several pitches I believed would be fun, engaging, match their brand and meet their KPIs. I would often pitch to large calls of people at companies such as StarBucks, HBO, and Dunkin’, fielding questions and making sure all needs were addressed. Once a concept was approved, I’d start building the game in Photoshop. As we grew, I hired additional design resources I would manage.

GameCommerce was the processor to Quest and we developed technology to convert PSDs into interactive experiences. The games also evolved to have social play and timed leaderboards. It helped my design practice that I understood the technology behind it how web experiences were built. I would frequently come up with ways to optimize sprite sheets and come up with better compression techniques to improve load times.

While GameCommerce was becoming a success and we started hiring new employees, we also saw a unique opportunity behind the technology we developed for it. We were working sometimes 16 hour days to meet timelines for these global brands. Ultimately, we decided to pivot the company to sell the software we created internal which is where Quest was born.

Company

Company

GameCommerce

GameCommerce

Year

Year

2016 - 2019

2016 - 2019

Skills

Skills

Creative Direction

UI / UX

Creative Direction

UI / UX

Creative Direction

UI / UX

MARVEL - ENDGAME

MARVEL - ENDGAME

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. We help them with their social ads and decided that creating interactive Playable games would be the best way to reach their target demographic. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but after watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. We help them with their social ads and decided that creating interactive Playable games would be the best way to reach their target demographic. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but after watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. We help them with their social ads and decided that creating interactive Playable games would be the best way to reach their target demographic. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but after watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

MAREVEL - BLACK PANTHER

MAREVEL - BLACK PANTHER

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. This was the first of many Playables we created while working with them. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but in the end of watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. This was the first of many Playables we created while working with them. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but in the end of watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

While at GameCommerce, we worked with Synchrony Bank to help promote their credit card with several Marvel tie-ins. This was the first of many Playables we created while working with them. I worked closely with Marvel on these projects pitching ideas to them and was only allowed to get a yes or no from them back as they could not reveal the plot lines of their most popular franchises. Certainly a different way to work but in the end of watching their trailers 100 times in a row, I was able to come up with game ideas that fit their world and still engaged the player. The end results were some extremely fun and engaging games that I both concepted and designed with help from a freelance character modeler.

PIXAR - Incredibles 2

PIXAR - Incredibles 2

We were contacted by OMD’s London branch to help create a fun social ad for the upcoming Incredibles 2 Pixar film that ran on SnapChat. They wanted to keep the game fun and engaging while featuring Jack Jack as he took a more prominent role in the sequel. The game for 1 week before the movie premier in the UK (2 weeks after the US release) and was extremely well received with an average of 3 play-throughs per player (hitting replay to beat their last score). This was one of our fastest turn arounds that went from signing the SOW to delivering the final creative in 2 just weeks.

We were contacted by OMD’s London branch to help create a fun social ad for the upcoming Incredibles 2 Pixar film that ran on SnapChat. They wanted to keep the game fun and engaging while featuring Jack Jack as he took a more prominent role in the sequel. The game for 1 week before the movie premier in the UK (2 weeks after the US release) and was extremely well received with an average of 3 play-throughs per player (hitting replay to beat their last score). This was one of our fastest turn arounds that went from signing the SOW to delivering the final creative in 2 just weeks.

We were contacted by OMD’s London branch to help create a fun social ad for the upcoming Incredibles 2 Pixar film that ran on SnapChat. They wanted to keep the game fun and engaging while featuring Jack Jack as he took a more prominent role in the sequel. The game for 1 week before the movie premier in the UK (2 weeks after the US release) and was extremely well received with an average of 3 play-throughs per player (hitting replay to beat their last score). This was one of our fastest turn arounds that went from signing the SOW to delivering the final creative in 2 just weeks.

Hennessy Birthday Experience

Hennessy Birthday Experience

Moet Hennessy contacted us to create an interactive module for their birthday experience campaign. They provided some photography of drinks and I concepted and came up with this interactive experience that would help users choose their their “birthday drink” after taking a short quiz. The module was designed to be interactive and it ran on the Hennessy US site during the length of the campaign.

Moet Hennessy contacted us to create an interactive module for their birthday experience campaign. They provided some photography of drinks and I concepted and came up with this interactive experience that would help users choose their their “birthday drink” after taking a short quiz. The module was designed to be interactive and it ran on the Hennessy US site during the length of the campaign.

Moet Hennessy contacted us to create an interactive module for their birthday experience campaign. They provided some photography of drinks and I concepted and came up with this interactive experience that would help users choose their their “birthday drink” after taking a short quiz. The module was designed to be interactive and it ran on the Hennessy US site during the length of the campaign.

Canelo

Canelo

Never Stop. Never Settle. This is Canelo Alvarez’s continued journey! At Quest AI, we joined forces with a Moet-Hennessy to promote the middleweight champion and his big fight. The rematch fight between Canelo and Golovkin was the fight of the year and the goal was to build awareness and excitement for the upcoming fight in a big way.

LVMH challenged us to build an experience that would not only keep the user wanting to play repeatedly but also have them share their contact information with the brand. I concepted and pitched a multi-round training style experience that kept the player wanting to play repeatedly to beat their previous score. A leaderboard was incorporated at the end of the gameplay which not only showed how addicting and fun the game was but the client added over 10,000 new contacts to their CRM. The game was such a success, we created several more versions of it for additional Canelo fights.

Never Stop. Never Settle. This is Canelo Alvarez’s continued journey! At Quest AI, we joined forces with a Moet-Hennessy to promote the middleweight champion and his big fight. The rematch fight between Canelo and Golovkin was the fight of the year and the goal was to build awareness and excitement for the upcoming fight in a big way.

LVMH challenged us to build an experience that would not only keep the user wanting to play repeatedly but also have them share their contact information with the brand. I concepted and pitched a multi-round training style experience that kept the player wanting to play repeatedly to beat their previous score. A leaderboard was incorporated at the end of the gameplay which not only showed how addicting and fun the game was but the client added over 10,000 new contacts to their CRM. The game was such a success, we created several more versions of it for additional Canelo fights.

Never Stop. Never Settle. This is Canelo Alvarez’s continued journey! At Quest AI, we joined forces with a Moet-Hennessy to promote the middleweight champion and his big fight. The rematch fight between Canelo and Golovkin was the fight of the year and the goal was to build awareness and excitement for the upcoming fight in a big way.

LVMH challenged us to build an experience that would not only keep the user wanting to play repeatedly but also have them share their contact information with the brand. I concepted and pitched a multi-round training style experience that kept the player wanting to play repeatedly to beat their previous score. A leaderboard was incorporated at the end of the gameplay which not only showed how addicting and fun the game was but the client added over 10,000 new contacts to their CRM. The game was such a success, we created several more versions of it for additional Canelo fights.

Glenmorangie

Glenmorangie

At Quest AI, we collaborated with Glenmorangie to build a gamified trivia experience. The goal was to build it in a way that would educate users about the Glenmorangie brand and convert traffic to the product page.

The challenge was to choose trivia questions that would be simple, thoughtful, and impactful. That way, users are excited to learn about the brand without feeling frustrated and overwhelmed. The look and feel of the game was light and airy with a variety of trivia questions that resonated with users. We saw an exceptionally high conversion — over 15% continued onto the product landing page for Glenmorangie. The average playtime was 102 seconds.

At Quest AI, we collaborated with Glenmorangie to build a gamified trivia experience. The goal was to build it in a way that would educate users about the Glenmorangie brand and convert traffic to the product page.

The challenge was to choose trivia questions that would be simple, thoughtful, and impactful. That way, users are excited to learn about the brand without feeling frustrated and overwhelmed. The look and feel of the game was light and airy with a variety of trivia questions that resonated with users. We saw an exceptionally high conversion — over 15% continued onto the product landing page for Glenmorangie. The average playtime was 102 seconds.

At Quest AI, we collaborated with Glenmorangie to build a gamified trivia experience. The goal was to build it in a way that would educate users about the Glenmorangie brand and convert traffic to the product page.

The challenge was to choose trivia questions that would be simple, thoughtful, and impactful. That way, users are excited to learn about the brand without feeling frustrated and overwhelmed. The look and feel of the game was light and airy with a variety of trivia questions that resonated with users. We saw an exceptionally high conversion — over 15% continued onto the product landing page for Glenmorangie. The average playtime was 102 seconds.

VISINE

VISINE

We were approached by Visine to help create social games to run on SnapChat that followed the same style as their current national ad campaign. We pitched a fun shooter game where the Visine bottle would shoot drops up the screen towards dry eyes. At the end of the game, we displayed the score and drove the user to buy Visine on Walmart.com. The game was a huge success with an average playtime of over 86 seconds.

We were approached by Visine to help create social games to run on SnapChat that followed the same style as their current national ad campaign. We pitched a fun shooter game where the Visine bottle would shoot drops up the screen towards dry eyes. At the end of the game, we displayed the score and drove the user to buy Visine on Walmart.com. The game was a huge success with an average playtime of over 86 seconds.

We were approached by Visine to help create social games to run on SnapChat that followed the same style as their current national ad campaign. We pitched a fun shooter game where the Visine bottle would shoot drops up the screen towards dry eyes. At the end of the game, we displayed the score and drove the user to buy Visine on Walmart.com. The game was a huge success with an average playtime of over 86 seconds.

PUMA

PUMA

While at GameCommerce, we were approached by SnapChat to help create a social ad that would be fun and engaging yet still showcase the capabilities of their new pro shoes. Depending on what position you play on the field, they recommend a certain lace pattern. To help showcase this, we created 3 mini-games that would showcase the different lace patterns as you played different field positions. The game featured 9 levels of increasing difficulty. It ended up being one of the most elaborate yet overall fun and engaging ads we created for the platform.

While at GameCommerce, we were approached by SnapChat to help create a social ad that would be fun and engaging yet still showcase the capabilities of their new pro shoes. Depending on what position you play on the field, they recommend a certain lace pattern. To help showcase this, we created 3 mini-games that would showcase the different lace patterns as you played different field positions. The game featured 9 levels of increasing difficulty. It ended up being one of the most elaborate yet overall fun and engaging ads we created for the platform.

While at GameCommerce, we were approached by SnapChat to help create a social ad that would be fun and engaging yet still showcase the capabilities of their new pro shoes. Depending on what position you play on the field, they recommend a certain lace pattern. To help showcase this, we created 3 mini-games that would showcase the different lace patterns as you played different field positions. The game featured 9 levels of increasing difficulty. It ended up being one of the most elaborate yet overall fun and engaging ads we created for the platform.

AMAZON - THE TICK

AMAZON - THE TICK

We partnered with SnapChat to become a preferred vendor for “Playables” (Playable Game Ads) and when Amazon Prime came to SnapChat wanting a game to promote their new show the Tick, we quickly stepped in to win the bid. I came up with several game ideas that I pitched and the one they liked the most was an endless runner style game. We even got to use an exclusive never before released cover song from Bastile. The game was a big hit but also our first SnapChat game which ended up leading the way for many more projects with them.

We partnered with SnapChat to become a preferred vendor for “Playables” (Playable Game Ads) and when Amazon Prime came to SnapChat wanting a game to promote their new show the Tick, we quickly stepped in to win the bid. I came up with several game ideas that I pitched and the one they liked the most was an endless runner style game. We even got to use an exclusive never before released cover song from Bastile. The game was a big hit but also our first SnapChat game which ended up leading the way for many more projects with them.

We partnered with SnapChat to become a preferred vendor for “Playables” (Playable Game Ads) and when Amazon Prime came to SnapChat wanting a game to promote their new show the Tick, we quickly stepped in to win the bid. I came up with several game ideas that I pitched and the one they liked the most was an endless runner style game. We even got to use an exclusive never before released cover song from Bastile. The game was a big hit but also our first SnapChat game which ended up leading the way for many more projects with them.

Totinos

Totinos

Totinos wanted to create a fun, quirky social ad experience and SnapChat pointed them in our direction. They wanted to have something that played well with their social content themes they had already produced. We pitched them this easy to pick up and play space shooter featuring Totinos in the style of their social Tumblr page. The game had a really fun aesthetic and story but retained a fun core gameplay loop that kept players returning to beat their high-scores.

Totinos wanted to create a fun, quirky social ad experience and SnapChat pointed them in our direction. They wanted to have something that played well with their social content themes they had already produced. We pitched them this easy to pick up and play space shooter featuring Totinos in the style of their social Tumblr page. The game had a really fun aesthetic and story but retained a fun core gameplay loop that kept players returning to beat their high-scores.

Totinos wanted to create a fun, quirky social ad experience and SnapChat pointed them in our direction. They wanted to have something that played well with their social content themes they had already produced. We pitched them this easy to pick up and play space shooter featuring Totinos in the style of their social Tumblr page. The game had a really fun aesthetic and story but retained a fun core gameplay loop that kept players returning to beat their high-scores.

Dewar's

Dewar's

While working at GameCommerce, we were contacted by Dewars to help them create a social game to go with their quirky, national Chicken themed Pop-Up bartending stations. They would use these stations to teach people how to make new drinks using Dewars branded liquors while also playing a chicken themed card game. I wireframed, pitched and executed the entire design that became “Egg Blast” which is similar to a bowling game with chickens. The campaign was a huge hit with total average time spent after a Swipe Up at about 85 seconds.

While working at GameCommerce, we were contacted by Dewars to help them create a social game to go with their quirky, national Chicken themed Pop-Up bartending stations. They would use these stations to teach people how to make new drinks using Dewars branded liquors while also playing a chicken themed card game. I wireframed, pitched and executed the entire design that became “Egg Blast” which is similar to a bowling game with chickens. The campaign was a huge hit with total average time spent after a Swipe Up at about 85 seconds.

While working at GameCommerce, we were contacted by Dewars to help them create a social game to go with their quirky, national Chicken themed Pop-Up bartending stations. They would use these stations to teach people how to make new drinks using Dewars branded liquors while also playing a chicken themed card game. I wireframed, pitched and executed the entire design that became “Egg Blast” which is similar to a bowling game with chickens. The campaign was a huge hit with total average time spent after a Swipe Up at about 85 seconds.

More Work

3 projects

Product Design

UI / UX

Development

11 projects

Interaction Design

Motion Design

UI

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UI/UX PRODUCT DESIGNER

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