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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

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

2022

Designed the Color Picker for Godot 4.0.

Game Usability

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.


Education

California College of the Arts

2001 – 2005

Graphic Design

Bachelor Of Fine Arts

UC Berkley Extension

2007 – 2008

Computer Programming

Certificate

Mira Costa College

1999 – 2001

Internet & Multimedia
Digital Print Publishing

Certificate
Certificate