Work
the redlamp organization
Worldwide
Experienced UX & Product Designer
1999 – Present
Raw Power Games
Copenhagen, DK
Senior UX Designer
2023 – 2025
- Guided multi-disciplinary strike teams from concept to early production by building wireframes and rapid prototypes in Figma and Unreal Engine, documenting processes in Confluence, and leading brainstorming sessions in Miro.
- Improved collaboration, efficiency, and consistency across features and strike teams by supporting leadership to build the UI/UX team, mentor new hires, foster team culture, and refine workflows.
- Created visually compelling and performance-optimized interfaces directly in-engine by building game features in Unreal Engine and components with the UI Framework (UMG) and advanced material/shader system.
- Hosted online workshops with Miro, delivering actionable feedback for multiple teams, enhancing subject matter understanding, collaboratively identifying pain points, and prioritizing needs in a production-friendly manner.
Adobe – Substance 3d
Lyon, FR
Senior Staff Product Designer
2022 – 2023
- Designed the highly requested Portal Nodes feature for Substance Designer, enabling users to manage large, complex node graphs through a powerful linking system. Informed by workshops, user research, and prototyping.
- Designed Frames Improvements and Graph Layout Assist features for Substance Designer with Adobe’s Prototyping team, continuing the focus on usability and delivering frequently requested enhancements to the node graph.
- Hosted six 40-minute. workshops for 12–36 participants, each focused on upcoming release features and generating immediately actionable feedback in a fun, collaborative environment. The format was adopted by others on the team.
Glowmade
Guildford, UK
Principal UX Designer
2022
King of Meat
(PC, SWITCH, XBOX, PLAYSTATION)
- Short-term contract focused on mentoring and improving UI/UX workflow, efficiency, and cross-team coordination.
ZA/UM
Brighton, UK
Principal UX Designer
2021 – 2021
Disco Elysium – The Final Cut
(PC, SWITCH, XBOX, PLAYSTATION, STADIA)
- Led UX efforts to port the game from PC to all new platforms, improving accessibility, legibility, and usability for a seamless experience across diverse hardware requirements (from PC, TV, handheld, and beyond).
- Conducted extensive postmortem analysis and workshops to plan for future projects, including understanding and refining the art production pipeline, and data to quantify production costs, to help predict future work effectively.
Y12
(UNANNOUNCED NARRATIVE RPG)
- Designed features, optimizing mechanics and gameplay systems to drive engagement and narrative immersion.
- Led long-term planning, defined production workflows, and ensured alignment with project goals.
- Introduced Agile practices and onboarded the larger dev team to foster better collaboration and efficiency.
FELD
(INTERNAL NARRATIVE DESIGN TOOL)
- Product design for the internal narrative tool/engine, enhancing usability, fit, and feel for writers and designers.
- Conducted extensive user research sessions to focus on the needs of the writing team and internal tools team.
Force Field VR
Amsterdam, NL
Principal UX Designer
2020 – 2021
- Led a 10+ member, multi-disciplinary feature team through the production of a vertical slice project for Meta.
- Part of leadership team planning and scoping production for a full-scale AAA VR title based on a well-known IP.
- Designed prototypes and interaction systems using Unreal Engine to explore and refine VR gameplay experiences.
GUERRILLA GAMES
Amsterdam, NL
Senior UX Designer
2019 – 2020
Horizon Forbidden West
(PLAYSTATION, PC)
- Worked with leadership and production to scope, prioritize, and schedule UI/UX requirements across the project.
- 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.
- Built and implemented UI and gameplay features using the Decima Engine, including scripting tools to aid UI Art.
- Improved tools and workflows by designing quality-of-life updates for the Decima Engine.
Wave VR
Austin, TX, US
Senior UX Designer
2018
- Designed systems to support user-generated content, social features, community growth, and player retention.
- Created VR prototypes with Unity, wireframes with Adobe XD, and design documentation with Confluence.
BLIZZARD ENTERTAINMENT
Irvine, CA, US
UX Designer
2015 – 2017
Heroes of the Storm
(PC)
- Designed features to boost engagement, improve live game experience, and strengthen the esports ecosystem, contributing to sustained player acquisition and retention, including the massive “Heroes 2.0” update.
- Led design for Heroes Brawl game mode, introducing the first 3-month content plan to set the pattern for updates.
- 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.
ROCKSTAR GAMES
San Diego, CA, US
UI Programmer
2011 – 2015
Grand Theft Auto V
(PC, PLAYSTATION, XBOX)
- Ensured consistent UI implementation and interactions across 15+ minigames using Scaleform and RAGEScript.
- Contributed to key features and systems across the game, including pause menu, scoreboard, in-game websites.
- Worked with a team of 800+ across 8+ studios, delivering a cohesive experience to a global audience.
Red Dead Redemption 2
(PC, PLAYSTATION, XBOX, STADIA)
- Led vanguard of the UI/UX team in establishing design, motion, and frameworks for the return to the Red Dead IP.
- Developed a robust and scalable HUD messaging system in Scaleform and the RAGE engine, allowing for seamless integration of new content channels and designs through a simple script interface.
- Built tools and processes to streamline migration and maintenance of UI systems between GTAV and RDR2.
Conducted 6 migrations over 6 months, reducing processes from 4 hours to just 30 minutes using IncrediBuild scripts.
Electronic Arts
(pogo)
Redwood Shores, CA, US
UI Designer
2010 – 2011
Idle Games
San Francisco, CA, US
UI Developer
2010
odopod
San Francisco, CA, US
UI Developer
2006 – 2007

I enjoy solving problems.
Skills
- End-to-end UX and product design, from napkin sketch to production-ready design systems, with attention to accessibility (a11y), information architecture, visual design, typography, and motion. I take pride in my craft.
- Lead and support teams through clear communication, mentorship, and strong cross-functional collaboration.
- Quick to learn new tools and adapt to team workflows. Figma, Creative Cloud, Unreal Engine, Unity, in-house tools, etc.
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.