1. How long have you been at HZ?
I have been at HZ for a little over 3 months now. I started in November. What’s good!?
2. Is there a design trend you really love (or hate)?
I like anything that is simple. Although I do have a fetish for the abstract shape design that’s been going around for a while, along with the subtle use of gradients.
It just makes everything pop, you know?
3. What other designers inspire you?
When it comes to who I follow in the design world, my inspirations tend to move around a lot.
Currently I’m really digging a motion designer by the name of Andrew Vucko… His ability to tell a story with minimalism and nothing but ambiguous shapes and lines in his motion graphic videos is inspiring to me. It amazes me how much he can do with so little.
What his videos scream to me is this: Not every problem you come across has to have a complicated solution. Things can be solved with something simple.
And being simple is not lazy—it is the ability to pull from what you know about a complex puzzle and break it down to a bite-sized piece of information that a person can digest with ease.
Being simple is about doing only what is necessary to communicate, effectively.
4. What would your absolute dream client be?
My absolute dream client would be RIOT games, the creators of the video game League of Legends.
I love the game. To me it’s like digital martial arts, but in a team environment. It’s strategy. But, when I play… I get so frustrated at some of the UI/UX implementations in the game. In my free time, I redesigned some of its views and sent them to their design team… Still haven’t heard back, lol.
I will one day, though.
5. Tell us a bit about your design—what influenced some of your decisions?
I usually like to keep it simple. But sometimes you need to scratch that itch and have some fun experimenting with what’s possible.
Overall, when I design something, I like to study the problem, then create based on what solution it needs. From there, the right look and feel comes from a mix of instinct and personal aesthetic tastes.
For example, here I wanted to I wanted to simplify the checkout experience within the game itself… because every time I want to purchase a damn item from their store, I get lost and it’s confusing.
Currently, everything that should be in the available view… isn’t. So I set out to solve that, to make the checkout experience smoother, adding in more context and information.
Check out more of Brandon's work here.