Work
About

I am a UX & Product Designer in Edinburgh, Scotland,
currently open to hybrid and remote work.
I design intuitive systems that cover everything from creative play to complex tools. With a background in design & development, I’ve worked in tech since 1999 and games since 2010.
My experience spans games (Grand Theft Auto V, Red Dead Redemption 2, Disco Elysium), creative tools (Godot Engine, Adobe’s Substance Designer), internal systems (NDA), and a past in agency work.
Originally from California 🇺🇸, I’ve been living in Europe since 2019, first in Amsterdam 🇳🇱, then Lyon 🇫🇷, before settling down in Edinburgh 🏴.
CV
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











