Experience
2025 — Now
2024 — 2025
2024 — 2025
Working on small indie projects:
• Consulted on UX needs for the game, organizing recommendations based on Player Experience impact, Product goals, and timelines.
• Wireframe, prototype, and UI for feature needs singlehandedly with a focus towards effective MVP deliveries based on tight deadline needs.
• Implemented designs into Unreal Engine 5, utilizing blueprints for technical hookups.
2022 — 2024
2022 — 2024
San Mateo, California, United States
Project Bismuth: Cross-Platform Action RPG
• Established UX and UI foundational design systems and kit pieces in Figma and Unreal Engine with emphasis on parity between software platforms.
• Lead feature pipeline and scope to successfully hit on monthly milestone goals.
• Manage and mentor designers through career and professional development, coaching designers to taking on more nebulous design problems, and helping one to become a promotion candidate within one year of hire.
• Organize, run, and synthesize learnings from external game testing each milestone influencing development priorities, and improving design effectiveness with testers.
• Direct external contractor team on separate feature track, doubling overall velocity of development.
2018 — 2022
Redwood Shores, CA
Star Wars Galaxy of Heroes
• Overhauled design process to an atomic design system using Figma, built out the base kit and spun up designers on using this process. This resulted in faster design turnaround and more consistent designs from the experience design department.
• Mentored more junior designers on developing a better design process, refining art creation skills, and increasing technical implementation efficiency.
• Lead pre-production efforts for both art and UX design teams by defining player, production, and product goals, game wide interaction flows, and deep competitive analysis.
• Utilized Figma to prototype layout and flow solutions to test, iterate, and verify designs early.
• Built out and maintained full feature wireframes from grey-box through full UI art integration.
• Developed final UI art and visual targets for animated sequences.
• Pioneered the greater use of Unity functionality for better control of presentation of designs, efficiency for engineering time, and improved gameplay performance.
Unreleased Mobile Title:
• Owned feature work all through early wires, schema concept, final art/animation, and implementation.
• Established and maintained a strong UI organizational system for designs and implementation.
• Validated flow designs quickly with early prototyping iteration.
• Created high quality and impactful UI moments quickly through animation visual targets iteration.
• Reduced engineering demands by implementing proper UI behavior through Unreal’s blueprints system.
• Created key UI asset artwork to set the tone and style rules for the broader game.
Command and Conquer: Rivals
• Designed full UI features from early concept through final design and implementation.
• Transitioned toward UI leadership over the game’s live service.
• Served as team expert on utilizing the UI side of the engine tools.
• Established organizational system for UI/UX team to allow for cohesive and flexible design at scale.
2014 — 2020
2014 — 2020
Partnering with Nicole Worthington, we produce designs and illustrations for sale based on popular culture interests.
Administrative duties including communicating with customers, organizing finances, and promotional efforts across social media.
Education
The Art Institute of Portland