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  • PROJECT: HIDDEN EXPEDITION; SMITHSONIAN - HOPE DIAMOND - Story Intro Scene - Senior Producer | Designer | Writer | Art Director

    I was deep into writing the game’s full story and trying to encapsulate it all the intro a riveting introduction script for Smithsonian curator Jeffrey Post, who would not only approve the story and script but agreed to narrate the intro (and man did he nail it, he was SO good). With the script done and approved it came time to plan the visuals for intro cinematic—and these sketches were from a meeting that I was having with Jeffrey Post as I was describing what I had envisioned.

     

    With our Art Director out due to illness and no replacement on hand, visual storytelling like this became a key way for me to communicate ideas quickly and clearly. It wasn’t about polished frames—it was about getting the intention and tone right so the team could run with it. My team was excellent and I knew they could take this level of sketch and run with it.

     

    The goal of the intro was simple: pull the player into a mystery with a single, loaded sentence—“His theft unleashed something that day…” It leaves just enough hanging in the air to make you want to find out what that something is.

    Credits to Clean Cuts - Rich Hall for the original theme song. Ron Crabb and Michael Gochoco for animating and editing the intro.

    HIDDEN EXPEDITION; SMITHSONIAN - HOPE DIAMOND 

    HIDDEN EXPEDITION; SMITHSONIAN - HOPE DIAMOND 

    PROJECT: HIDDEN EXPEDITION; SMITHSONIAN - HOPE DIAMOND - Hidden Oject Adventure game. Senior Producer | Designer | Writer | Art Director

    There’s a saying: “It’ll take an act of Congress to get that done.” In the case of our game Hidden Expedition: The Hope Diamond—it actually did. Before we could tell a story inspired by the world’s most famous gem, we had to work closely with multiple departments at the Smithsonian and even get sign-off from a congressional committee.

    The team of curators and licensing reps, including Dr. Jeffrey Post (the Hope Diamond’s official curator), were very generous with their time and passionate about making sure the facts were right—while giving us room to add a little mystery and creative flair. Once we had the green light, we dove into the legends and lore, crafting a story that blended history, suspense, and just enough conspiracy to raise a goosebump or two.

    As a history nerd, this was a dream project—but I admit that the more I dug in and started blending the facts with fiction the more I 'believed'. 

    Credits - Jeff Haynie artwork and design

    HE SMITHSONIAN 1-06.png

    PROJECT: FAIRWAY SOLITAIRE - Big Fish Games - Senior Producer

    “This game deserves a mulligan.” That’s what I always thought when playing the original PC-only version of Fairway Solitaire—a clever game designed by John Cutter with a brilliant core mechanic, quirky personality, and a small but loyal following. I’d fire it up between tasks or while waiting out traffic, and every time I thought: this thing has so much untapped potential. It just needed a modern refresh.

    I pitched the idea—keep the clever gameplay, but streamline and expand it for the fast-growing mobile space. My direction to the team was that our goal centered around rebuilding the game from the ground up: sharper visuals, smoother navigation, more features, more charm. Mobile gaming was just gaining steam, and we wanted this to feel perfectly at home on phones and tablets while preserving what made it special.

    The updated Fairway Solitaire didn’t just win over longtime fans—it brought in a whole new generation of players who never knew solitaire could be this fun. It remains one of Big Fish Games’ most successful titles to date.

  • COLLECT MAGIC  - FiGPiN Theme Parks exclusive partnership

    PROJECT: FiGPiN collect magic  - Disney Theme Parks exclusive partnership

    We’d been working with The Walt Disney Company for a while when we got a call that felt like a true milestone—an invitation to meet with the Disney Parks team about a direct partnership with Disney Pin Trading. For collectors, that program is the gold standard, and being asked to collaborate with them was a huge honor.

    As our FiGPiN brand grew and started gaining traction with Disney fans, the Parks team saw an opportunity to merge audiences with exclusive releases, available only inside Disneyland and Walt Disney World. After several trips, countless calls, and a lot of collaboration, we struck a deal and began building a program that would span all the major Disney pillars—Parks, Classic Disney, Pixar, Princesses, Animation, Marvel, and Lucasfilm.

    The plan was to launch quarterly collections that would rotate through the Parks, appearing in flagship stores and themed lands alike. Over the course of the program, we created more than 50 unique designs that were sold globally—but always started at the most magical place on earth.

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    LET'S TALK TAUNTAUN  - FiGPiN Announces STAR WARS License - Interview

    STAR WARS.com - Star Wars Announces FiGPiN Partnership Erik Haldi Interview

    Announcing a licensing and creative partnership with a cultural giant like Star Wars is one of those pinch-me moments. Our timing couldn’t have been better—the deal came together just in time to align with the 40th anniversary of The Empire Strikes Back. While we originally planned to approach the franchise chronologically, we pivoted to celebrate this milestone alongside Lucasfilm—and to top it off, our first release was set for May 4th, which is as close to a holiday that you'll find in the fandom.

    When Don Brooks from the Starwars.com team reached out for an interview about our creative strategy, I was thrilled to share how we approached stepping into the Star Wars universe. It was a chance to talk about our vision, our collectors, and how we hoped to connect with one of the most passionate fan communities in the world.

    Here’s the conversation I had with Don Brooks of StarWars.com:

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    FiGPiN Collect Awesome - Brand Primary logo

    PROJECT: FiGPiN collect awesome LOGO  - FiGPiN Collect Awesome. MILL CREEK, WA

    Things were moving fast. We had a product, we had a name—now we needed a logo, and we needed it quickly. In some ways, the speed worked in our favor. Without time to overthink, we knew what we wanted: something bold, readable, a little playful, and a logo that could tell a story without trying too hard.

    For the word FiGPiN, I started by imagining how an enamel pin is built—strong outer lines and recessed spaces filled with color. That concept became the foundation. I tried an all-caps approach at first to emphasize strength, but when I switched to lowercase is, something clicked. It brought character and balance, and visually hinted at the tiny figures the brand is all about. The symmetry just worked.

    Even the patented rubber backer with its slight 10-degree lean played a role—it inspired the subtle “leaning in” flares on the letterforms, echoing the physical stance of the pin itself. It’s one of those rare moments where design, concept, and product aligned effortlessly.

    Over time, the FiGPiN logo took on a life of its own. Themed versions became some of our most collected pins, and logo-based T-shirts were always a hit at conventions. At this point, it’s hard to imagine the product without it—it’s stitched into the DNA of the brand.

A career packed with creative challenges, sharp pivots, millions of impressions—and a whole lot of joy.

Explore the stories behind the work

BIG FISH GAMES - Senior Producer | Designer 

2009 - 2013  |  Seattle WA

Proven track record crafting engaging, innovative, and best-selling interactive experiences and merchandise. Skilled designer, artist, and seasoned team leader, adept at inspiring and guiding creative teams. Trusted partner to internal teams, external collaborators, and major brand licensees. Passionate about blending fun and productivity to drive results.

 creative leader • artist • idea shaper • storyteller 

ERIK HALDI

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DILLON WORKS! - Senior Conceptual Designer | Storyteller

2014 - 2015  |  Mukilteo WA

  • Conceptualized and designed custom interactive installations for global clients—each one wildly different, and all rooted in storytelling, surprise, and client vision.

  • Transformed ideas into immersive experiences, balancing creativity with client goals, timelines, and budgets.

  • Created visuals that did the talking— from logos and layouts to hand-drawn renderings and large-scale environmental graphics.

  • Led creative development for client pitches, translating vision into visuals and turning napkin sketches into executable plans.

  • Collaborated with the web team to reimagine Dillon Works!’ online presence—telling the studio’s story in a way that matched the magic of the work itself.

  • Worked directly with the multidisciplinary fabrication and installation shop so unique, you really do have to see it to believe it. (Seriously, check out DillonWorks.com.)

  • PROJECT: WOODLAND PARK ZOO - BANYAN WILDS MALAYSIAN RAIN FOREST . SEATTLE, WA

    I’ve been visiting Woodland Park Zoo for as long as I can remember. It’s always been a place that deepened my love for animals—both wild and domesticated—and sparked a lifelong appreciation for the natural world. When the zoo opened a stunning new exhibit focused on Southeast Asia, featuring Malayan tigers, sloth bears, and otters, our team was brought in to design the educational signage.

    One standout feature of the space was a themed information center styled like a research outpost from the region. That got me thinking: who might’ve worked in a place like this? What would their field notes look like? I wanted the signs to feel like part of the world, not just labels on a wall. Using original photography, carefully crafted copy, maps, and visual aids—plus hand-drawn notes that felt lived-in—we aimed to create an experience that informed while immersing guests deeper into the story the exhibit was telling.

    'BANYAN JOURNALS'- Educational Signage

    'BEAR WITH US!'

    PROJECT: BROWN BEAR CAR WASH - Car Wash exit animated character messenger 

    Brown Bear Car Wash came to us looking to have a little fun with their cartoon mascot—a tall, round, buttery-yellow bear with a big grin. Their original idea was simple: turn the bear into a waving statue to greet customers at the end of the wash.

    But as I started working on it, it felt like there was a bigger opportunity. This bear wanted to speak. So I gave him an electronic message board with rotating phrases like “Squeaky Clean!”, “Lookin’ Good!”, and “Come Back Soon!” Still, it felt like he had more to say. I pitched an animated wave and added a wink—suddenly, he came to life.

    In the end, what started as a static statue became a playful, interactive character. Now, the bear doesn’t just say goodbye at the was exit—he creates a branded moment that makes people smile.

    https://www.king5.com/article/news/smiling-bears-blinking-lights-and-clean-cars-the-secrets-behind-western-washingtons-best-wash/281-581424764

    https://www.dillonworks.com/work/brown-bear-car-wash-waving-icon-sculptures

    'SOMEDAY'- Public Art Installation

    PROJECT: SKOTDAL REAL ESTATE - AERO Apartments Entrance Art Sculpture. EVERETT, WA

    Sometimes, as a Senior Concept Designer, you get the rare chance to stretch creatively with few restrictions. Skotdal Real Estate in Everett, WA, was developing a new apartment building, originally named Lift as a nod to the area's aviation roots. My concept, titled Someday, featured a child in vintage aviator gear and a flowing scarf, caught in a moment with a giant paper airplane—maybe they’re launching it, maybe they’re clinging to it as it takes off, or maybe they’re already soaring with it in a dream. I wanted the piece to feel playful, nostalgic, and open to interpretation—whether it sparked dreams of flight, memories of family, or pride in the local aerospace legacy. The design was brought to life as a 12-foot-tall statue and now stands outside the building (renamed Aero), just blocks from where I grew up. It’s been amazing to see how warmly the community has embraced it—one local even described it as “wonderfully likeable,” which might be the best kind of review.

    https://www.heraldnet.com/news/everetts-someday-art-fits-aero-apartments-aviation-theme/

     

    https://www.theurbanist.org/2015/12/16/art-makes-the-place/

    The BROWN BEAR LOGO BEAR ALREADY HAS SUCH A FUN PERSONALITY

  • Led cross-functional teams of 10–20 artists and programmers through all phases of game development.

  • Authored interactive game designs and documentation to guide project vision and execution.

  • Pitched concepts for green-light approval, combining creative vision with production insight.

  • Wrote storylines, dialogue, and in-game communications to shape immersive player experiences.

  • Directed visual development and maintained consistent art direction across titles.

  • Designed and reviewed in-game puzzles to ensure thematic consistency and engaging mechanics.

  • Managed outsourcing development relationships, from negotiation through delivery.

  • Along with marketing team, built and maintained strong merchandise partnerships with high-profile licensees, including the Smithsonian Institution, Harlequin, and Ceaco Puzzles.

  • Oversaw budgeting, scheduling, and project planning across multiple titles.

  • Worked with user research and focus testing teams to optimize player experience.

  • Mentored team members, supporting their growth, career development, and creative contributions.

  • Partnered with marketing teams on product launches and promotional strategies.

  • Served on the Studio Leadership Committee, contributing to high-level strategy and studio culture.

HUMONGOUS INC. - Creative Director

2005-2009  |  Bothell WA

  • The Backyard Bombers, a pick-up team, go up against their biggest rivals - the Sluggin' Tigers. There's just one problem. Joey, the Bombers' first baseman, thinks he has to be the boss to get his team to win, and the rest of the Bombers aren't too happy about being bossed around and yelled at. Can the Bombers all come together for the big showdown against the Sluggin' Tigers?
    It’s basketball season but it’s not all fun and games—a lot of the kids, like Pablo, love basketball and take it pretty seriously. Unfortunately, Ernie is too busy showing off funny moves and telling jokes on the court! Can Pablo convince Ernie to stop goofing off and focus on the game before Ernie’s horseplay sends them on a major losing streak?
    The Backyard Sports kids are kicking off soccer season with a tournament. But before the kids know it, the tournament has become bigger than their little field can handle. Will the kids be able to find and fix up a new field, organize the tournament, and still enjoy playing together? Or will all of the stress of planning such a big event tear their team apart?
    Pablo loves playing flag football with his friends, but he is new to it and is still learning. He practices all of the time but he gets intimidated when it's game time. When the team’s quarterback hurts his ankle during the biggest game of the season, a very nervous Pablo has to take his place. Will Pablo be able to overcome his fears?
    Tony gets invited to play with his older brother's hockey team in addition to his own, Tony thinks he can do both. Soon he's missing practices and letting his friends down. When he realizes that both of his teams are playing their biggest games of the season on the same day, he has a choice to make. Will he choose his older brother or his best friends?
    Reese and Dante love skateboarding together. Their friendly competition pushes them both to skate their best, but when they enter a contest with an amazing prize, the word "friendly" ceases to apply. Can the boys hold on to their friendship or will the competition come between them for good?
    DETERMINATION
    TEAMWORK
    PRACTICE
    PREPARATION
    SPORTSMANSHIP
    LOYALTY

    PROJECT: BACKYARD SPORTS MULTI-TITLE SPORTS INTRO - Director | Concept Designer

    For years, we put a ton of heart (and resources) into crafting unique intro sequences for every Backyard Sports title. These little cinematic openers weren’t just fun to make—they helped bring the Backyard Kids to life, added personality, celebrated the pro athletes as kids, and let us inject a good dose of humor.

    After the company changed hands, the new ownership prioritized a character redesign and a new way of doing things. That shift got me thinking about the intros differently. I wanted something with the energy of the Saturday morning cartoons I grew up with—fun, fast-paced, packed with action, and not tied to any one storyline. Something that could show off what Backyard Sports was all about in under a minute.

    I envisioned a format with interchangeable sections so the featured pro athlete (who graced each game’s cover) could be swapped in, while the rest stayed consistent. That change saved us time and money—but more importantly, it really worked. 

    We brought in big-name professional sports stars and had them front and center introducing our new tagline, “Get in the Game and Play!”—then watched them transform into animated versions of themselves, becoming part of the 'Backyard'. Add in a super catchy original theme song by Grammy-winner Chris Ballew (The Presidents of the United States of America), and stylized animation from longtime series veterans Raphael Calonzo and Tim Witte, and we had a fresh new intro that set the tone for the entire line.

    BACKYARD SPORTS - A New Beginning 

    BACKYARD SPORTS - Lessons Learned

    PROJECT: Grosset & Dunlap - Backyard Sports 6 Edition Chapter Book Series - Creative Director | Brand Manager

    After nearly a decade of Backyard Sports games, the brand had built a huge following—but keeping it fresh and in front of kids was always the challenge. One thing we heard over and over again—from trade shows, fan letters, and player feedback—was how much kids loved that these games were made for them. The sports were fun and fast-paced, and the gang of Backyard Kids felt like real friends who stuck with them from one game to the next.

    So when we partnered with Grosset & Dunlap to create a series of chapter books based on the Backyard Sports characters, it felt like a perfect next step. As someone who grew up completely immersed in sports, I saw this as a chance to gently thread in the kinds of life lessons sports naturally teach—teamwork, determination, loyalty and sportsmanship —through fun, kid centric stories that kids could relate to and that felt true to the brand.

    Author Michael Teitelbaum had a great feel for creating sports-themed plots for young readers, and we’d work closely to find the right balance between playful and meaningful. Illustrator Ron Zalme brought the characters to life on the page, and together we launched a six-book series released over the course of the year.

    It was a new chapter—literally and figuratively—for the brand, and a fascinating experience to help shape it from the ground up.

  • Shaped the creative direction of the franchise in collaboration with executive leadership, helping guide the series through major expansion.

  • Managed both in-house and outsourced development teams to deliver high-quality, multi-platform experiences.

  • Led brand strategy across all touchpoints—content, character design, marketing, and licensing—with a hands-on approach to visual storytelling and tone.

  • Authored and maintained brand and character design style guides, ensuring consistency across products, partners, and promotions.

  • Represented the franchise to key stakeholders—including pro leagues (NFL, MLB, NBA, NHL, MLS), major retailers (Target, Costco, GameStop), platforms (Microsoft, Nintendo, Apple), and media outlets (Bloomberg, Sports Illustrated for Kids, Wall Street Journal, Mad Magazine).

  • Mentored designers and producers, building internal creative talent to flourish.

  • Produced and directed promotional video shoots with professional athletes to enhance fan engagement and authenticity.

  • Oversaw the development of the Backyard Sports six-volume children's book series as the official licensee representative with Grosset & Dunlap Publishing.

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HUMONGOUS ENTERTAINMENT - Artist | Designer | Animator | Team Lead

1996 - 2004  |  Bothell WA

  • Concepted, illustrated, and animated background art with humor, energy, and variety to enhance gameplay experience.

  • Brought characters to life using traditional hand-drawn animation techniques.

  • Designed UI elements for adventure games and Backyard Sports titles—eventually leading the UI design team across multiple projects.

  • Directed visual development and led full art teams through every stage of production on multiple titles.

  • Served as Game Designer on multiple Backyard Sports games, guiding design across emerging platforms like Game Boy Advance and GameCube.

  • Collaborated with fellow designers to maintain a cohesive creative direction across all Backyard Sports titles.

  • Managed partnerships with external development teams to ensure quality, consistency, and brand alignment.

  • Worked closely with writers, composers, voice talent, programmers, and QA to deliver polished, engaging experiences.

  • Created and pitched concept decks to executive leadership for green-light approvals and new product development.

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    BACKYARD SPORTS - Bases Loaded, no outs

    PROJECT: Complete overhaul of User Interface for Backyard Sports franchise - UI designer  

    Why change the charming, kid-crafted interface that made Backyard Sports so beloved—full of notebooks, treehouses, corkboards, and hand-drawn details?

    With Backyard Baseball 2001, we were scaling up in a big way. For the first time, we were including all 32 MLB teams, each with official logos and a featured pro player-turned-kid—which meant far more content to organize and present, without losing the series' playful personality.

    I led the redesign of the interface to working closely with the lead game designers and other principles in the Backyard Sports Leadership group—building a flexible, file-folder-inspired system that felt like something the Backyard Kids might’ve made themselves. It brought order to the chaos while keeping the experience fun, approachable, and visually focused on what we knew the rabid fans loved the most.

    We also needed a design that could flex across future sports titles. The goal was to spotlight what kids cared about most—players, stats, and team info—without overwhelming them, while still including the kind of depth that true sports fans appreciate. Navigation had to be quick, intuitive, and centralized, eliminating unnecessary clicks and backtracking.

    In the end, we created a system that honored the original spirit of the series while setting the foundation for everything that came next.

    Over 3 million units sold
    50 awards won
    Designed by Rhonda Conley and Richard Moe

    Almost 3 million units sold
    50 awards won
    Designed by Mark Peyser and Tammy Borowick

    Over 2 million units sold
    50 awards won
    Designed by Nick Mirkovich and Matt Mahon

    Over 1 million units sold
    50 awards won
    Designed by Brad Carlton and Lisa Wick

    JUNIOR ADVENTURES - Breaking In

    PROJECT: Humongous Entertainment Junior Adventure Contributor - Artist | Animator

    In the late ’90s, Humongous Entertainment was starting a comet ride. The games were hits, and the studio was scrambling to scale. I hadn’t worked in games before, but when a rep from my alma mater, The Art Institute of Seattle, said, “You’re the best fit I can think of—I’ve lined up an interview for tomorrow,” I was in...sort of.

    I walked into a sea of CRT monitors on fold-up tables, mismatched chairs, and nearly 50 contractors packed into two big rooms. No cell phones yet—just one landline in the middle of the room, shared by everyone. It felt like the set of a low-budget tech movie, buzzing with creative energy. About a third of the way through the project, we were told only a handful of full-time jobs would open up—just a few spots between the clickpoint artists and ink & painters. Quietly, everyone started doing the math.

    The pressure was real, but I treated it like the sports tryouts I grew up with: show up, be a great teammate, do the work. I asked questions, took on everything I could, and gave it my all. In the end, I was one of the few offered a full-time spot.

    That moment launched a 13-year run with Humongous—and my career in interactive storytelling officially began.

COLORES INTERNATIONAL - Artist | Designer | Animator | Team Lead

1990- 1993  |  Redmond WA

  • Created production-ready artwork for custom screen-printed windsocks, balancing artistic detail with manufacturing requirements.

  • Illustrated and formatted compelling visuals to support successful sales and licensing pitches.

  • Delivered original artwork for both client commissions and in-house product development.

  • Concepted and launched a new product line that evolved into the company’s top-performing original brand.

  • Coined the name Windjocks—a sports-themed character based windsock line licensed by major leagues and sold internationally.

  • Expanded the character windsock line into holidays and other themes, leading concept development and design across all new offerings.

  • Designed custom promotional windsocks for corporate partners, blending branding needs with playful creativity.

  • COMING SOON!

ART AND DESIGN 

FiGPiN Collect Awesome Inc. -
Co-Founder | VP of Creative | Principal Artist

2016 - 2025 | Mill Creek . WA

  • Co-founded FiGPiN, a premium enamel pin company that redefined the category with officially licensed, high-quality collectibles.

  • Authored the signature FiGPiN art style, setting a new creative benchmark in the pin world and leading the company’s visual direction.

  • Built the brand from the ground up, growing to 30+ employees and over 8 million units sold in just eight years.

  • Developed the FiGPiN App for iOs and Android, turning each pin’s unique serial number into a digital passport—part collection tracker, part game mechanic, part promotional engine, and part community hub.

  • Shaped FiGPiN’s identity and strategy as Brand Strategist, blending storytelling, design, and licensing for global appeal.

  • Directed creative production, managing in-house and freelance artists across branding, packaging, and product development. Built team and processes to increase output by over 400%.

  • Secured and managed licensing partnerships with iconic brands like Disney, Marvel, Lucasfilm, Sanrio, Dragon Ball Z, and professional sports leagues.

  • Launched FiGPiN into Disney Parks worldwide, elevating its status among elite collectibles.

  • Expanded retail presence across GameStop, Target, Walmart, Hot Topic, BoxLunch, and at major Comic Cons nationwide.

  • Served on the board of Directors contributing to big-picture strategy, licensing deals, and product innovation.

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