I’ve spent most of my career working across pre-production, live, and shipped games, focusing on complex systems such as progression, inventory, character mechanics, and player-facing tools. I’m typically hands-on from early system design and definition through implementation and live iteration, shaping UX decisions that teams can build and ship against.
My work sits at the intersection of gameplay systems, UI, and long-term player experience. I care about making complex mechanics readable, reducing friction without flattening depth, and building UX foundations that scale with content and development.