David Scamehorn

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DUE PROCESS (2020)




>Description
Due Process is a tactical FPS about planning and teamwork that rewards communication with teammates, allows players to draw a "playbook" directly onto the map during the planning phases, and presents a novel situation each play session thanks to a bounty of procedurally generated, hand-curated maps.

Developed by Giant Enemy Crab↗.
Supported by Indie Fund↗ and published by Annapurna Interactive↗.
Released 2020 in Early Access on Steam↗.


>Contributions (c.2015-2021)
  • UX/UI Design
  • Graphic Design & Marketing
  • Scripting
  • Level Design

>Recognition
“Best PvP Game“ Curse Award / PAX / 2015 
“Best Multiplayer” Nominee / Unity Showcase Awards / 2021

>Exhibits // Events
Dreamhack↗ KBH Convention Center / Dallas, TX / 2019
Red Bull Challenge Mode↗ Block 41 / Seattle, WA / 2018
PAX West↗ WSCC / Seattle, WA / 2018
PAX East↗ BCEC / Boston, MA / 2018
PAX South↗ HBGCC / San Antonio, TX / 2018
PAX East Indie Megabooth↗ BCEC / Boston, MA / 2016
PAX Prime Indie Megabooth↗ WSCC / Seattle, WA / 2015
PAX Prime↗ WSCC / Seattle, WA / 2014


UX / UI

(WIP)
>Goal
To create a flexible inteface for a competitive multiplayer FPS about teamwork and cooperation, with a focus on facilitating communication through non-verbal interactions and social icebreakers. Featuring an aesthetic focus on comic / cyberpunk influences for a stylized, yet approachable style.

UI Notes
With the game still in Early Access at the moment, the UI is one of the many aspects in a constant state of iteration and fixes. That being said, one of the initial goals of the interface was to keep things simple. Mostly avoiding bitmap fonts and pixel graphics but keeping everything fairly flat with a limited color palette and no curves helped create a level of separation between the interface and the other game assets in a way that increased legibility and contrast without deviating too much from the rest of the game’s looks. Some of the interface’s aesthetics were inspired by a lot of the same reference the game’s main aesthetics came from, especially 90s-00s era arcade games.

UX Notes
Back when I was working on Super Space ____, I wanted to leverage the competitive / co-op nature of the game and incorporate a bit of that into the interactions with the interface. In that game, if your team ever managed to get a high score, each player (up to 4) could then enter a letter of their choosing to create a word that would appear as their team’s name on the leaderboard. This was just one of the playful interactions that inspired us to emulate a bit of the same team collaboration in Due Process with features such as squad naming, the versus screen, map drawing, as well as other features still yet to be implemented that are in service of team cooperation and communication.


>Related
Inspiration & Reference Blog Post↗

>Execution (Selected WIP Examples)
Non-Gameplay

Gameplay


GRAPHIC DESIGN

(Selected Works)



SCREENSHOTS