InSUPERJUMPbyChris Bam Harrison·Aug 15, 2020Ghost of Tsushima is About PeopleHow Sucker Punch told their story through individual characters rather than sweeping narrative
InSUPERJUMPbyChris Bam Harrison·Jul 25, 2020Playing Tabletop RPGs via FigmaHere’s how I used Figma to build a complete Star Trek Adventures tabletop RPG experienceA response icon8A response icon8
InSUPERJUMPbyChris Bam Harrison·Jun 14, 2020Designing Next-Gen Console UIsWe’ve seen the outside — let’s have a think about the inside
InPrototyprbyChris Bam Harrison·Dec 9, 2019Putting Figma’s Auto-Layout through its pacesSpoiler: It’s pretty sweet.A response icon1A response icon1
InSUPERJUMPbyChris Bam Harrison·Sep 14, 2019Games UX: All About SubtitlesExploring subtitles in games, especially when applied to multiple screen sizesA response icon1A response icon1
InSUPERJUMPbyChris Bam Harrison·Aug 18, 2019Games UX: Marvel Ultimate Alliance 3Exploring the design behind character selection, hero profiles, and catering for handheld mode
InPrototyprbyChris Bam Harrison·May 29, 2019UX Design Tools for 2019 (Mac & Windows)2019’s best tools, apps, and resourcesA response icon3A response icon3
InSUPERJUMPbyChris Bam Harrison·Jan 24, 2019Armchair VGUX: Super Smash Bros. UltimateIf it ain’t broke, don’t fix it. But this one’s broke, so let’s go!A response icon2A response icon2
InSUPERJUMPbyChris Bam Harrison·Dec 17, 2018The Passing of the StormWhy Heroes of the Storm deserved betterA response icon1A response icon1
InSUPERJUMPbyChris Bam Harrison·Nov 21, 2018Armchair VGUX: No Man’s SkyExploring strange, new worlds — with a strange, new interfaceA response icon3A response icon3