# Gary Boodhoo > Senior UX & Product Designer Location: San Francisco, California, United States Profile: https://flows.cv/garyboodhoo I work across game development and product design. When the user experience isn’t keeping pace with growth, I help teams figure out what isn't landing and what’s getting in the way. Focus areas: → Designing onboarding, flows, and features → Building prototypes to test decisions → Turning priorities into concrete interface direction Currently building creative software for live performance and interactive media, exploring agentic workflows through hands-on product development in the San Francisco art community. FLOW & INTERACTION User flows • Interface behavior • Interaction patterns PRODUCT EVOLUTION Recurring releases • Product refinement • Platform evolution PROTOTYPING & EXPLORATION Concept validation • Prototype-driven learning • Early product thinking ## Work Experience ### Principal Product Designer (Independent) @ Skinjester Studio Jan 2016 – Jan 2025 | San Francisco Clients: ZeniMax Online Studios · Iveda Systems · RedPillVR · CODAME • Architected real-time operational mapping systems for hospital and industrial IoT environments (Iveda). • Built reusable UI systems for ElderScrollsOnline.com’s live-service web platform, including CMS-driven templates and marketing page patterns for recurring DLC and seasonal releases (ZeniMax). • Designed rule-based spatial overlays and front-end systems for an unreleased IP for Xbox and PlayStation (ZeniMax). • Designed and facilitated Image Garden, a sold-out generative AI workshop series for artists and designers. ### User Experience Lead @ ZeniMax Online Studios Jan 2013 – Jan 2016 | Cockeysville, Maryland, United States UX Lead, The Elder Scrolls Online (MMORPG) • Led UX/UI for The Elder Scrolls Online on PlayStation and Xbox at launch, extending earlier work on the PC experience to support the game’s successful expansion into the console market • Designed commerce and account interaction flows for elderscrollsonline.com, supporting seasonal releases and cross-platform entitlements in a live service with nearly $2B in lifetime revenue. • Helped establish design pillars and a modular UI architecture adopted across new story content an game expansions, scaling to more than 26M players. ### User Experience Consultant @ RealU Jan 2012 – Jan 2013 UX Consultant, Otherland (MMORPG) • Designed and prototyped alpha UX/UI in Unreal Engine, delivering a playable UI demo for investor presentations that supported ~$5M in continued funding. ### User Experience Designer @ Rumble Games Jan 2011 – Jan 2012 | Redwood City, CA • Designed web-based user interfaces to support social gameplay and account management for Rumble's distribution platform. ### Product Designer @ Osterhout Design Group Jan 2010 – Jan 2011 • Designed AR interaction demos for early wearable hardware, translating optical and sensor constraints into discoverable spatial behaviors with clear feedback loops. ### User Experience Designer @ Serious Business Jan 2009 – Jan 2010 • UX and feature design for social games on the Facebook platform ### Senior User Interface Designer @ Nihilistic Software Jan 2008 – Jan 2009 • Designed game UI for Zombie Apocalypse (Konami, PS3/Xbox 360) using Scaleform and proprietary tooling • Developed touchscreen and gestural interface prototypes for pre-release PlayStation Vita hardware ### User Experience Consultant | Sims 3 @ Electronic Arts Jan 2008 – Jan 2008 UX Designer, The Sims 3 (Simulation) • Built ActionScript and paper prototypes to iterate on onboarding interaction states through beta, aligning design, art, and engineering before implementation. • Designed the Game Entry onboarding feature and reusable messaging templates (panels, dialogs, cards, notifications), reducing friction and accelerating content production. ### Senior Interface Designer @ Lucasfilm Jan 2006 – Jan 2008 • Led UI design for Star Wars: The Force Unleashed, using Lua-based prototypes to validate rapidly evolving UI behaviors. • Simplified progression and customization workflows (Force Powers, character build), reducing friction for a title that went on to sell 9M+ copies. • Partnered with QA to ensure UI readability and functionality across localized builds. ### Senior User Interface Designer @ Rainbow Studios Jan 2005 – Jan 2006 • Visual development and front-end prototyping for MX vs ATV Untamed, an offroad racing game published by THQ for PlayStation 3 and Xbox 360 ### Senior User Interface Designer @ Electronic Arts Jan 2001 – Jan 2005 • Led interface design for Madden NFL (2002–2004), scripting and validating 500+ screens across annual releases that were top-10 in their launch years. • Coauthored EA Sports’ studio-wide UI system and style guide, standardizing seven franchises across four studios in a single release year. ## Education ### Computer Graphics in Interactive Media, Performance Art Massachusetts College of Art and Design ### Associate of Science - AS in Cinematography and Film/Video Production Full Sail University ## Contact & Social - LinkedIn: https://linkedin.com/in/garyboodhoo - Portfolio: https://www.garyb.design/ --- Source: https://flows.cv/garyboodhoo JSON Resume: https://flows.cv/garyboodhoo/resume.json Last updated: 2026-03-31