Customisable, interactive gameboard I designed for a gameshow to play with friends. The game was inspired by two different music-guessing gameshows which I thought could be improved with a dedicated interface to show categories, questions, and player scores. I sketched the layouts and made a requirements list in my notebook. I used Adobe Illustrator to create avatars for my friends. I made the gameboard in Unity .

this project page is currently under renovation, please check back later!

Pause menu and HUD for my game bound , a 3D platformer about running away from anxiety. I used a notebook and Photoshop to experiment with layouts, then made assets Adobe Illustrator. I designed the menu to emphasise the childish nature of the protagonist, Inna, as well as their underlying anxieties. The typography is inspired by childrens' books. I used limited motion to increase appeal and direct the player's attention.

this project page is currently under renovation , please check back later!

Website for my indie game dev studio, Point Reverie. I used its development as an opportunity to learn Figma and wireframed layouts for both the desktop and mobile version of the site. As I had already established Point Reverie's visual identity, I created a high-fidelity wireframe. The website is framed by the same slant as the Point Reverie wordmark, echoing the studio's off-kilter ethos. I also worked on the website's HTML & CSS.

this project page is currently under renovation, please check back later!

Screenshot of the contact section of the Point Reverie website

Two main menus in different contexts. I created the first for my game Dreamscapes , a walking-sim where you traverse dreams inspired by different sounds. The menu is diegetic, inspired by real-world sound machines. I returned to the idea later with my VR project Soundscapes , and adapted the original menu into a VR context. Both were implemented in Unity , but the original protoype was in XD, charting user flow.

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Screenshot of Quinn McMahon's game development portfolio site home page

Prototype mystery visual novel game created under a brief for the National Railway Museum in York. I based the project on visitor data provided by the Museum and designed it to engage families and enthusiasts alike.

After analysing the data, creating personas, journey maps, a storyboard, and requirements, I prototyped the first iteration in XD . I then ran a round of user-testing to collect feedback on the interface and used the results to produce a Wizard-of-Oz protoype with Unity and Premiere .

this project page is currently under renovation, please check back later!

I'm Quinn McMahon, a digital designer.

I like the colour yellow and using visual and interaction design to communicate creative concepts.

I've got several years of the Adobe Suite under my belt and have made a few websites with HTML, CSS, and JS. Always excited to experiment and learn.

I also make video games! The games I love often end up influencing my artwork.

Thanks for stopping by!

dithered vector illustration of myself (Quinn)