



My Role
UX/UI Consultant
Product Type
Videogame
Otherland was a science-fiction MMORPG based on Tad Williams’s bestselling novels, set in a richly imagined world where myth and cyberspace collide. I was brought in during a high-stakes phase of development to help stabilize the project and demonstrate tangible progress to investors. I relocated to Singapore for eight months to work hands-on with the game team, leading a strategic overhaul of the user experience and interface.
I overhauled Otherland’s interface by simplifying layouts, unifying visual design, and improving legibility for colorblind players. I redesigned core systems and introduced a streamlined HUD that clarified combat and navigation, allowing the underlying design to shine. To support live-service pillars, I reimagined the premium shop and revamped the login flow and lobby to make group play easier.
My contributions helped the studio clarify its product vision, impress stakeholders with a functional and cohesive gameplay experience, and secure a new round of funding. While the original developer later shut down due to external financial issues, the systems I delivered laid a strong foundation for future development and adaptation of the IP.
Product Type
Videogame
Developer
Publisher
Lifecycle
Presented 2016 March 18 @ Moscone Convention Center, San Francisco
Credits
Creative Direction, UX/UI Design Gary Boodhoo Visual Design Jano Vesina Game Design Shawn Pittman Production Mark Bartlett, Aifeng Le Engineering Javier Abud, Charles Durairaj
My Role
UX/UI Consultant
Product Type
Videogame
Otherland was a science-fiction MMORPG based on Tad Williams’s bestselling novels, set in a richly imagined world where myth and cyberspace collide. I was brought in during a high-stakes phase of development to help stabilize the project and demonstrate tangible progress to investors. I relocated to Singapore for eight months to work hands-on with the game team, leading a strategic overhaul of the user experience and interface.
I overhauled Otherland’s interface by simplifying layouts, unifying visual design, and improving legibility for colorblind players. I redesigned core systems and introduced a streamlined HUD that clarified combat and navigation, allowing the underlying design to shine. To support live-service pillars, I reimagined the premium shop and revamped the login flow and lobby to make group play easier.
My contributions helped the studio clarify its product vision, impress stakeholders with a functional and cohesive gameplay experience, and secure a new round of funding. While the original developer later shut down due to external financial issues, the systems I delivered laid a strong foundation for future development and adaptation of the IP.
Product Type
Videogame
Developer
Publisher
Lifecycle
Presented 2016 March 18 @ Moscone Convention Center, San Francisco
Credits
Creative Direction, UX/UI Design Gary Boodhoo Visual Design Jano Vesina Game Design Shawn Pittman Production Mark Bartlett, Aifeng Le Engineering Javier Abud, Charles Durairaj
My Role
UX/UI Consultant
Product Type
Videogame
Otherland was a science-fiction MMORPG based on Tad Williams’s bestselling novels, set in a richly imagined world where myth and cyberspace collide. I was brought in during a high-stakes phase of development to help stabilize the project and demonstrate tangible progress to investors. I relocated to Singapore for eight months to work hands-on with the game team, leading a strategic overhaul of the user experience and interface.
I overhauled Otherland’s interface by simplifying layouts, unifying visual design, and improving legibility for colorblind players. I redesigned core systems and introduced a streamlined HUD that clarified combat and navigation, allowing the underlying design to shine. To support live-service pillars, I reimagined the premium shop and revamped the login flow and lobby to make group play easier.
My contributions helped the studio clarify its product vision, impress stakeholders with a functional and cohesive gameplay experience, and secure a new round of funding. While the original developer later shut down due to external financial issues, the systems I delivered laid a strong foundation for future development and adaptation of the IP.
Product Type
Videogame
Developer
Publisher
Lifecycle
Presented 2016 March 18 @ Moscone Convention Center, San Francisco
Credits
Creative Direction, UX/UI Design Gary Boodhoo Visual Design Jano Vesina Game Design Shawn Pittman Production Mark Bartlett, Aifeng Le Engineering Javier Abud, Charles Durairaj
My Role
UX/UI Consultant
Product Type
Videogame
Otherland was a science-fiction MMORPG based on Tad Williams’s bestselling novels, set in a richly imagined world where myth and cyberspace collide. I was brought in during a high-stakes phase of development to help stabilize the project and demonstrate tangible progress to investors. I relocated to Singapore for eight months to work hands-on with the game team, leading a strategic overhaul of the user experience and interface.
I overhauled Otherland’s interface by simplifying layouts, unifying visual design, and improving legibility for colorblind players. I redesigned core systems and introduced a streamlined HUD that clarified combat and navigation, allowing the underlying design to shine. To support live-service pillars, I reimagined the premium shop and revamped the login flow and lobby to make group play easier.
My contributions helped the studio clarify its product vision, impress stakeholders with a functional and cohesive gameplay experience, and secure a new round of funding. While the original developer later shut down due to external financial issues, the systems I delivered laid a strong foundation for future development and adaptation of the IP.
Product Type
Videogame
Developer
Publisher
Lifecycle
Presented 2016 March 18 @ Moscone Convention Center, San Francisco
Credits
Creative Direction, UX/UI Design Gary Boodhoo Visual Design Jano Vesina Game Design Shawn Pittman Production Mark Bartlett, Aifeng Le Engineering Javier Abud, Charles Durairaj
Developer
Publisher
Lifecycle
Presented 2016 March 18 @ Moscone Convention Center, San Francisco
Credits
Creative & Technical Direction, Interaction Design, Coding (Python) Gary Boodhoo
Creative & Technical Direction, Interaction Design, Coding (Python) Gary Boodhoo
Creative & Technical Direction, Interaction Design, Coding (Python) Gary Boodhoo
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail
Gary Boodhoo
A Product Designer ©2025 contact gboodhoo at gmail