I enjoy solving problems.


  • Effective communicator and collaborator able to understand and work with teams across departments and disciplines.
  • Sharp eye for visual design with an emphasis on usability, grids & layout, typography, and motion.
  • Analytical mind that’s able to construct clear wireframes and information architecture.
  • Impeccable production skills in both design & code. From sketch to prototype to final product I take pride in my craft.
  • 10–20 years experience with Adobe and similar tools: interactive, prototyping, motion, video, static, and print.



UX Designer of the Apocalypse

Disco Elysium
  • Bringing Disco Elysium to new platforms.

Force Field XR

Principal UX Designer

  • Lead 10+ member multi-disciplinary feature team through production of a AAA VR vertical slice project.
  • Part of leadership team defining pre-production process of full-scale AAA VR title around well-known IP.
  • Work with game design and art leadership to explore and define visual style and interaction for the future of VR.
  • Prototyping and interaction design with Unreal Engine.

Guerrilla Games

Senior UX Designer

Horizon Forbidden West (sequel to Horizon Zero Dawn)
  • Work with leadership and production to scope, prioritize, and schedule UI/UX requirements for entire project.
  • Design, document, and prototype features across all areas of the project (HUD, in-game, menus).
  • Build and implement features with the Decima engine.
  • Design features and quality of life improvements for the Decima based on experience with tools.
  • Create processes and procedure for a newly assembled UI/UX team, onboarding members new to the team, tools, and industry.


UX Designer

  • A social VR platform for people who love music, enabling them to view, host, and socialize in shows anytime, anywhere.
  • Designed systems focusing on user generated content, social/community development, retention, and general usability.
  • Building virtual reality prototypes with Unity, wireframes with Adobe XD, and design documentation with Confluence.

Blizzard Entertainment

UX Designer

Heroes of the Storm
  • Designed features with players, streamers, viewers, and esports in mind. The ways we consume games are growing.
  • Worked on features for a live game with goals ranging from player acquisition, retention, and quality of life improvements.
  • Launched “Heroes Brawl” game mode and first 3 months of weekly content (highlighted at BlizzCon 2016).
  • Extensive wireframing and UX documentation. Prototyping features, functionality, and motion, across a range of tools.

Rockstar Games

UI Programmer

Red Dead Redemption II
  • Helped lead vanguard of UI / UX team to establishing design, motion, and frameworks for project.
  • Built HUD Messaging system that could easily add new channels and designs while maintaining a simple script interface.
  • Migrated and maintained UI systems between projects as well as built tools to facilitate and speed up work flow.
Grand Theft Auto V (360, PS3, XB1, PS4, PC)
  • Able to identify the needs of stakeholders to plan, design, and develop solutions that met or exceeded expectations on time.
  • Core contributor to minigame UI (15+ so many), pause menu, game script driven dynamic leader board system, and more.
  • Strong liaison between multidisciplinary teams (Art, Audio, Code, Design, Loc., QA, UI / UX) across 8 studios worldwide.

Electronic Arts

UI / UX Designer & Developer


Idle Games

UI / UX Designer & Developer


the redlamp organization

Freelance UI / UX Designer & Developer



Junior UI Developer

2006 – 2007


California College of the Arts

Graphic Design (Bachelor of Fine Arts)


Making Things (Intern)


Stamen Design (Intern)


Sputnik & Laika (Intern)


UC Berkeley Extension

Computer Programming


Mira Costa College

Internet & Multimedia Technology


Digital Publishing