# Tina Hou > Product Designer | Mobile • AR/VR • AI Tools • Games | Systems Design with UI/UX + Visual Roots Location: Santa Clara, California, United States Profile: https://flows.cv/tinahou I am a product designer specializing in immersive platforms, visual systems, and user-centered design. My recent work focuses on how AI tools, spatial interaction, and thoughtful user experience (UX) can shape the future of creative tools and everyday interfaces. With experience in AR/VR, mobile, and social platforms, I strive to simplify complex systems through intuitive design, clear structures, and collaborative processes. By combining design strategy with hands-on prototyping, I support teams from the initial concept stage to final integration. Focus Areas: ▪️ UI/UX systems for AR/VR and mobile products ▪️ AI-assisted design tools and prompt engineering for creative workflows ▪️ Figma, Unity, Blender, and generative AI tools ▪️ Delivered 3 VR products, 7 console games, 5 mobile games, and multiple prototypes across industries ▪️ Collaborated with cross-functional teams at Facebook Reality Labs, HTC Vive, Zynga, and startups I’m especially interested in tools that help people create, communicate, or learn more intuitively—where AI enhances, not replaces, the human in the loop. ## Work Experience ### Product Designer @ KittyKombat Design Jan 2021 – Present Independent design practice focused on mobile product design, immersive UX, and AI-enhanced tools. Worked with startups and education partners to design and prototype interactive applications across AR/VR and mobile platforms. Highlights: • Structured UX flows and visual systems for mobile apps using AI-assisted tools • Consultant for Chabot College’s Game Lab – led AR/VR prototyping, mentored students, and presented projects at SF Maker Faire and the Stanford XR Hackathon (2023) • Developing advanced AR prototyping skills through hands-on projects and certification programs. • Currently enrolled in a Stanford University CS/HCI course on designing human-centered AI products. ### Senior UI Designer (Facebook Reality Labs) @ Meta Jan 2019 – Jan 2021 | Menlo Park, California, United States Designed cross-platform UI/UX systems for Horizon Worlds, Meta’s VR social platform. Collaborated across internal teams to deliver cohesive visual systems, adaptive interaction flows, and seamless handoff between VR and mobile surfaces. Highlights: • Designed end-to-end UI/UX systems for Horizon Worlds, shaping its front-end interface and visual logic • Developed the iconography system and visual style guide in coordination with Facebook and Oculus teams • Adapted VR interactions to mobile with “Screen Mode,” using Figma prototypes, flow diagrams, and responsive design patterns • Partnered with XFN teams across design, engineering, and production to structure scalable pipelines and cross-device consistency ### Art Director @ Stealth Mode Startup Jan 2017 – Jan 2019 | San Francisco Bay Area Directed visual strategy for early-stage AR/VR prototypes and pitch products. Collaborated with developers to create cross-platform concepts and presentation materials for investors. Highlights: • Led art direction across mobile and VR concepts, guiding junior developers and building visual guidelines • Created UI flows and design documentation to support product vision and fundraising goals • Worked closely with programmers to integrate visuals and debug early builds ### Art Director @ HTC Vive Jan 2016 – Jan 2017 | San Francisco, California, United States Directed internal and external art teams across Taipei and the U.S. Delivered multiple VR titles from concept to completion, leading visual development, UI/UX, and cross-functional collaboration across disciplines and locations. Highlights: • Art directed Arcade Saga, a first-party 3-in-1 VR game built across three engineering teams; delivered all visual production within a 3-month timeline • Led concept art and UI/UX design for original IP Super Puzzle Galaxy, collaborating with a small team to deliver on time and vision • Coordinated with external partners and internal teams for production alignment and review • Provided feedback and support across additional 3rd-party VR titles in development ### Art Director @ Redemption Games, Inc. Jan 2015 – Jan 2016 | Carlsbad, California, United States Directed visual design and asset production for the original mobile IP Travel Blast, collaborating with internal teams and international vendors to maintain visual consistency and delivery quality. Highlights: • Built visual style guides and led daily art reviews with the internal team • Coordinated asset pipelines with two vendors and two large outsourcing teams in Eastern Europe • Defined and aligned the overall art direction for a mobile puzzle game, from early concepts through production ### Senior UI/UX Designer @ Zynga Jan 2011 – Jan 2015 | Carlsbad, California, United States Designed UI, visual systems, and in-game art assets for high-performing web and mobile games. Contributed to both front-end interaction design and in-game art creation, supporting large-scale production cycles and live content releases. Highlights: • Shipped five titles: Café World, Bubble Safari, Bubble Safari Ocean, Ninja Kingdom, and Farmville: Harvest Swap • Core UI artist for Bubble Safari (7M DAU); led full UI re-skin for Bubble Safari Ocean in 6 weeks • Solely delivered 24 new levels and five releases for Farmville: Harvest Swap, contributing to $6M in quarterly revenue • Created game assets including UI Panels, 2D/3D illustrations, character designs, and background environments • Collaborated closely with engineers to debug and integrate UI assets for smooth release cycles • Led the transition of Bubble Safari titles to Zynga India through a 3-week on-site design alignment visit ### Lead Artist @ Waterman Enterprises LLC Jan 2010 – Jan 2011 | Los Angeles, California, United States Led visual design and asset production for Babblemania, a language education app. Collaborated with a cross-functional team to establish visual style, execute concept art, and deliver game-ready assets across 2D and 3D pipelines. Highlights: • Designed 2D backgrounds, UI elements, and storyboards • Modeled and textured a 3D character for interactive sequences • Partnered with animators, producers, and engineers to align visual direction with gameplay needs ### Senior 3D Artist @ THQ Jan 2007 – Jan 2009 | Carlsbad, California, United States Contributed 3D design and production to several cross-platform console games based on major animation IPs. Worked across concept development, modeling, lighting, and visual debugging in collaboration with engineers and designers. Shipped Titles: • Pixar’s Cars: Race-O-Rama • Pixar’s Cars: Mater-National • Nicktoons: Globs of Doom Highlights: • Developed characters, gadgets, and environmental props using 3D Studio Max • Created concept art and 3D models aligned with licensed IP and platform constraints • Coordinated with programmers on lighting and debugging during pre-launch phases ### Senior 3D Artist @ Sigil Games Online Jan 2004 – Jan 2007 | Carlsbad, California, United States (Acquired by Sony Online Entertainment) Modeled and textured environments and props for the MMORPG Vanguard: Saga of Heroes. Worked in Maya and Unreal Editor to deliver high-quality assets optimized for large-scale multiplayer gameplay. Highlights: • Created UVs, normal, specular, and diffuse maps using Maya, Photoshop, and Unreal tools • Contributed to open-world level development and stylized prop creation • Collaborated with the environment team to align visual style across large zones ### Senior 3D Artist @ Rockstar Games- San Diego Jan 2003 – Jan 2004 | Carlsbad, California, United States Contributed to character and environment development for console titles on the Xbox 360 platform. Focused on modeling, texturing, rigging, and lighting in Maya across shipped and unreleased projects. Highlights: • Built and rigged character models for Rockstar Table Tennis (Xbox 360) • Created concept art, 3D models, UVs, and lighting setups for Agent, a cancelled project • Collaborated with technical artists to ensure optimization and integration in proprietary engines ### 3D Environment Artist @ Swingin' Ape Studio Jan 2003 – Jan 2003 | Aliso Viejo, California, United States (Studio later acquired by Blizzard Entertainment) Built stylized environments and props for the console game Metal Arms: Glitch in the System. Focused on lighting, modeling, UV unwrapping, and texturing using 3D Studio Max. Highlights: • Created terrain, robots, and environmental props for Xbox console development • Designed lighting setups and materials to enhance gameplay readability and style • Contributed to a small, multidisciplinary team during complete production cycle ### Character Artist @ Midway Home Entertainment Jan 1998 – Jan 2002 | San Diego, California, United States Contributed to character design, visual style, and texture development for the Ready 2 Rumble Boxing franchise, supporting both the original and sequel titles on Dreamcast and PS2. Highlights: • Original team member on Ready 2 Rumble Boxing (Dreamcast, PS2) • Designed textures and concepts for stylized characters, including celebrity likenesses (Michael Jackson, Bill & Hillary Clinton, Michael Buffer) • Collaborated with animators and tech artists to refine visual fidelity and ensure consistency across character models ## Education ### User-Centered Design for AI Applications in Computer Technology/Computer Systems Technology Stanford Continuing Studies ### BFA in Illustration ArtCenter College of Design ## Contact & Social - LinkedIn: https://linkedin.com/in/tinahou - Website: http://www.tinahou.com - Website: http://www.kittykombat.com - Website: http://kathytemean.wordpress.com/2011/09/03/illustrator-saturday-tina-hou/ --- Source: https://flows.cv/tinahou JSON Resume: https://flows.cv/tinahou/resume.json Last updated: 2026-02-23