Experience
2026 — Now
2026 — Now
San Francisco Bay Area
At Mural, I’m focused on strengthening the Core Canvas — the foundational interaction layer that powers real-time, multi-user collaboration. My work centers on improving key interaction patterns within the existing product while helping evolve the broader architecture and design frameworks that support scalable collaboration.
In parallel, I’m partnering across product and engineering to rethink aspects of the canvas system itself — exploring shared under-the-hood frameworks that can extend across surfaces and future offerings.
A key area of exploration includes AI-guided workshops and multi-user workflows, ensuring that AI enhances shared understanding and helps teams move from individual output to collective outcomes — without disrupting the collaborative flow.
My focus is on building durable interaction systems that scale — not just solving isolated feature problems.
2024 — 2025
2024 — 2025
San Francisco Bay Area
At Rec Room, I Led the Creative Tools design team in reimagining the Maker Pen, making it more intuitive and delightful so creators could focus on building rather than tool mechanics. Established core design pillars to align the team and gave clear ownership to designers across the org. Developed and pitched new product concepts tied to company goals, influencing not only the tools team but broader product strategy by strengthening core user loops that drive engagement, DAU, and MAU for both new and existing users.
2020 — 2024
2020 — 2024
San Mateo, California, United States
At Roblox, I designed UX frameworks that scaled from focused developer tools to platform-wide systems. On the smaller side, I created the Proximity Prompt system to streamline developer interactions; on the larger side, I led the design of Experience Controls, integrating platform features directly into developer experiences and aligning company, creator, and user goals. I also drove the redesign of the Roblox app across desktop and consoles, ensuring interaction design felt native to game controllers. Beyond core product, I contributed to the early music events ecosystem, including the “Lil Nas X” concert (viewed 33M times), and led the design for the “Twenty One Pilots” experience (viewed 32.6M times).
2019 — 2020
2019 — 2020
San Mateo
Focused on player experiences.
2018 — 2019
2018 — 2019
San Mateo, California
At NCSOFT, I led the UX/UI team on Criminal Empire, developing the game’s UI style and a scalable design system in Unity. Partnering closely with the art team, we built a cohesive visual language, while collaborating with the product team driving UX frameworks for replayable missions and core gameplay systems. These were seamlessly integrated into the world map, the central hub anchoring player progression throughout the game.
Education
The Art Institute of California — San Francisco