Search

I design game UX for systems that need to hold up over time.

I’ve worked across pre-production, live, and shipped games, leading UX for complex systems such as progression, inventory, character mechanics, and player-facing tools. I’m typically hands-on from early system definition through implementation and live iteration, shaping UX decisions that teams can build, ship, and maintain over time.

My work sits at the intersection of gameplay systems, UI, and long-term player experience. I focus on making complex mechanics readable, reducing friction without flattening depth, and building UX foundations that scale with content and development.

Content

No posts.
No posts.