About

Originally from California 🇺🇸, I’ve been living in Europe since 2019, first in Amsterdam 🇳🇱, then Lyon 🇫🇷, before settling down in Edinburgh 🏴󠁧󠁢󠁳󠁣󠁴󠁿.


20+ years designing and building professional interactive products that are quick to learn and hold up under expert use.

Skills

  • Leadership Guiding the growth of design teams, mentoring new hires, setting direction across disciplines. Whether leading or IC, I can keep a cool head and am happy to roll up my sleeves to do the work.
  • Process Concept, research, and planning through to production and delivery. I pick up a team’s process or bring my own.
  • Design Interaction design, motion design, animation, typography, and design systems, with clear information architecture and accessibility. Visual craft at product level, from first concept through production files.
  • Technical Designing and coding front-end systems, so designs survive contact with the build. I can specify and review directly with engineers (without driving them crazy).
  • Agentic Focused on how design evolves in an AI-driven world: helping teams stay human, creative, and trusted while embracing the new speed and possibilities AI brings.
  • Tools Claude Code, Codex, React, Next.js, Figma, Adobe CC, Unreal Engine, Unity, Godot, Miro, Jira, Confluence.

Experience

UX & Product Design

FREELANCE & CONTRACT

1999 – Present

  • Product design and development for creative tools, robotics, AAA games, and interesting problem-solving spaces.
  • Designing and coding design tools in React, Next.js, TypeScript, Tailwind, WebGL, and Three.js, tested with Playwright.
  • Designed the Godot 4.0 Color Picker (RGB, HSV, RAW, OKHSL, and HDR). Shipping since 2023, used across the engine.
  • Brands: Adobe (Substance 3D), Godot Engine, Rockstar Games, Blizzard Entertainment, Electronic Arts, Sony, ZA/UM, Glowmade, Amazon Game Studios, Wave VR, Meta, Nike. Client programs across aerospace and defense.

UX Design Lead

at

Launchpad Build AI

2025 – 2026

  • Launchpad OS Built a component-based Human-Machine Interface (HMI) for robotics and industrial manufacturing platforms, usable by operators with no prior experience and by robotics engineers, across varied factory conditions.
  • Agentically architected a design system for client programs and internal projects, based on shadcn and Tailwind.
  • Designed and built interfaces for industrial touchscreens, tablets, and desktops using React and Electron.
  • Piloted agentic AI workflows with Claude (Code, Cowork, Design, Routines) to research, build prototypes, generate internal tools, and deliver presentations.

Principal UX Designer

at

Raw Power Games

2023 – 2025

  • Chronicles: Medieval UX design for 4 core systems on a 4X simulation game (large-scale battles, character combat, HUD, and a dialogue system) designed in Figma, prototyped in Unreal Engine.
  • Co-led growth of UX/UI team from 2 designers to a cross-discipline team of 8, mentored new hires, and built team culture.
  • Ran 10+ remote and onsite workshops focusing on concepting, gameplay, and process with cross-functional stakeholders across UX/UI, game design, internal tools, and production, surfacing pain points and refining workflows.

Senior Staff Product Designer

at

Adobe

2022 – 2023

  • Substance Designer Designed the highly requested Portal Nodes feature, enabling users to manage large, complex node graphs. Informed by my workshops, user research, and prototyping.
  • Frame Improvements and Graph Layout Assist Built user-requested improvements with Adobe’s Prototyping team, continuing the focus on usability and delivering frequently requested enhancements to the node graph.
  • Developed and led six 40-min workshops for 12–36 participants on upcoming release features, generating actionable feedback in a fun, collaborative environment. My format was adopted by others on the team.

Principal UX Designer

at

ZA/UM Studio

2021 – 2022

  • Disco Elysium Led UX porting from PC to console and handheld, improving localization, legibility, and accessibility.
  • Conducted extensive postmortem analysis and workshops to understand past wins and losses and plan for future projects, refining the art production pipeline and generating data to quantify production costs.
  • Introduced Agile practices and onboarded the larger dev team to them.
  • Y12 (unreleased game) Led long-term planning and production, as well as concepting, pre-production, and prototyping.
  • FELD (internal narrative design tool) Ran product design on the internal graph-based narrative engine for the writing and tools teams. Grounded in research evidence, redesigned Vue defaults into a refined design system to improve accessibility.

Principal UX Designer

at

Force Field Entertainment

2020 – 2021

  • Led a 10+ member, multi-disciplinary team through production and development of a vertical slice VR project for Meta.
  • Member of the management team. Planned and scoped production for an unannounced AAA VR title on a well-known IP.
  • Designed prototypes and interaction systems using Unreal Engine to explore and refine VR gameplay experiences.

Senior UX Designer

at

Guerrilla Games

2019 – 2020

  • Horizon Forbidden West Prototyped and built UI features and scripting tools to aid UI Art, using Decima Engine.
  • Co-led a newly formed UX/UI team, running production planning, mentoring new talent, and coordinating across teams.
  • Developed onboarding processes for newly formed team, guiding teammates new to the company, tools, and industry.
  • Designed, documented, and prototyped across all UI surfaces, including HUD, in-game, and menus.
  • Improved tools and workflows by designing quality-of-life updates for the Decima Engine.

UX Designer

at

Blizzard Entertainment

2015 – 2017

  • Heroes of the Storm Designed the player progression and profile screens for the Heroes 2.0 relaunch. Also designed in-game chat, emojis, voice chat, matchmaking rating, and ranked lobby, all for a live service with a rapid-release schedule.
  • Heroes Brawl Led UX for the weekly rotating game mode: shuffle select, team display, the main-menu hub, and the information architecture. The framework I built in 2016 still runs the feature today.
  • HGC World Finals Blizzard’s appointed team manager for three pro teams across a two-week embed. This access to players, casters, community, and event production informed my esports chapter in “Game Usability” (2nd Ed).
  • Created wireframes, prototypes, and UX docs across a range of tools, ensuring streamlined development for features.
  • Gained valuable experience in Agile workflows, working closely with producers on rapid release cadences.

Senior UI Programmer

at

Rockstar San Diego

2011 – 2015

  • Grand Theft Auto V Built and maintained UI across the pause menu, scoreboard, in-game websites, and 15+ minigames in Scaleform and RAGEScript, keeping interaction patterns consistent while supporting localization over 13 languages.
  • Embedded at Rockstar North in Edinburgh for 3 months through the final stretch of development.
  • Delivered UI into an international production of 800+ people across 8+ Rockstar studios on three continents.
  • Red Dead Redemption 2 Co-led early development on the project, building a new data-driven component library system and asset loading workflows. Designed and built a scalable HUD messaging system in Scaleform and the RAGE engine.
  • Engineered migration pipeline between GTAV and RDR2, cutting runtime from 4 hours to 30 minutes by parallelizing tasks with IncrediBuild. Worked deep into the plumbing of Flash/Scaleform to optimize workflows.

UI Designer

at

Electronic Arts (Pogo)

2010 – 2011

UI Developer

at

Idle Games

2010

UI Developer

at

Odopod

2006 – 2007


Education

California College of the Arts

2001 – 2005

Graphic Design

Bachelor Of Fine Arts

UC Berkeley Extension

2007 – 2008

Computer Programming

Mira Costa College

1999 – 2001

Internet & Multimedia
Digital Print Publishing



Notable Extras

Godot

(open source game engine)

2022

Designed the Color Picker for Godot 4.0.

Game Usability

(Second Edition)

2022

Co-authored chapter about esports and UX Design.

University of Maryland

2020

Guest Lecturer on UI/UX in Game Design & Development.

Esports Team Manager

2016

Blizzard-appointed manager for BlizzCon, embedded with top esports teams and coordinating event logistics.


Worked on

  • Substance Designer (Adobe)
  • Substance Painter (Adobe)
  • Godot 4.0 (Open Source Game Engine)
  • RAGE (Rockstar Advanced Game Engine)
  • Decima Engine (Guerrilla Games Game Engine)
  • FELD (ZA/UM’s Narrative Design Tool)
  • Grand Theft Auto V
  • Red Dead Redemption 2
  • Heroes of the Storm
  • Disco Elysium: the Final Cut
  • Horizon Forbidden West
  • King of Meat


Contact