Work
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
Tech
- 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)
Games
- Grand Theft Auto V
- Red Dead Redemption 2
- Heroes of the Storm
- Disco Elysium: the Final Cut
- Horizon Forbidden West
- King of Meat











