Product
Designer

Product
Designer

Hi, I'm Ryan! I am a

Interaction
Designer

Interaction
Designer

I build systems and teams that connect product goals to thoughtful, expressive, and scalable UI that users actually want to use.

I help build 0-1 games and products through craft expertise and people first leadership

About

I’m a product designer and design leader with 15+ years of experience building expressive, systems-driven interfaces from live games at Riot to worldbuilding tools at Hytale. I’ve led teams, defined visual strategies, scaled design systems, and built products from the ground up.

My sweet spot is designing high-context user experiences e.g. HUDs, marketplaces, creation tools, and scalable systems that reward curiosity and clarity. I care deeply about the intersection of visual fidelity and usability, especially in spaces where users think, create, or play.

Whether I’m working in games, creative tools, or product platforms, I focus on delivering interfaces that are not just functional, but expressive, because players and users deserve thoughtful, high-quality experiences.

0

Years of craft

0

Years of leadership
& team management

Projects

A few of the folks I’ve worked with

Game Development
Past Brands

Case Studies

Take a look at some of my most recent work

Hytale

My Role: Principal Experience Design Director

Team: 3 UX, 2 Visual Design, 2 Technical Designers, 1 Engineer

Primary Collaborators: Game Design, Engineering, Product, Discipline Leads, Game Leadership

Time On Project:  2+ yrs

UX Strategy

Design Systems

Stakeholder Management

Cross-Discipline Collaboration

Player Archetypes

Marketplace

Creator Tools

View Case Study

Sharable information on this project is limited at this time. Get in touch for the password! 

As Principal Experience Design Director on Hytale, I helped define and evolve the game’s player experience, unifying UX and UI strategy across gameplay, progression, creation tools, and developer-facing systems.

My role combined team leadership with hands-on craft spanning strategic roadmapping, collaborative prototyping, and systems design to bring cohesion to a rapidly evolving, genre-defying title.

Legends of Runeterra

My Role: Manager, Visual Design & Sr. Visual Designer

Team: 4 Visual Designers, 2 Motion Designers, Engineers

Primary Collaborators: Game Design, Engineering, Product, Creative Team Leadership

Project Teams: Gameplay, Game Client, Meta-game Systems, Labs, Player Expression

Time On Project:  4+ yrs

Design Systems

Stakeholder Management

Cross-Discipline Collaboration

Art Direction

Visual Design & Strategy

Marketplace

Live Ops

Expansions & Events

Metrics-Driven Optimization

R&D

View Case Study

As Lead Visual Designer on Legends of Runeterra, I helped define and scale the game’s visual system from early development through years of live service.

I established Runeterra’s core visual language, built material and progression systems, and helped transition the team to a Figma-based design pipeline, enabling faster iteration and better alignment across UX, engineering, and product.

My work spanned everything from card anatomy and Region identity to live event branding and client scalability, supporting 10+ expansions and events across PC and mobile.

Recur

My Role: Director of Product Design

Team: 8 Product Designers

Primary Collaborators: Engineering, Product, COO, CTO, Discipline Leadership, Marketing, BizDev

Time On Project:  1+ yr

Design Systems

Tokenization

Platform Strategy

Stakeholder Management

Marketplace

Insight Integration

Analytics-Informed Product Strategy

Metrics-Driven Optimization

View Case Study

As Director of Product Design at RECUR, I scaled a product design team and built the enterprise design system that powered launches for brands like Hello Kitty, Care Bears, and Nickelodeon.

My team cut launch timelines by 78%, increased alignment across design and engineering, and enabled back-to-back branded marketplace rollouts. I led strategy, system architecture, and cross-functional delivery—bringing scalable UI and expressive brand storytelling together in one platform.

Skillset

Some of the things I can bring to the table

01

Systems & Craft

I create expressive, scalable UI systems that balance clarity and craft - across platforms, features, and content pipelines.

Expertise

Visual Systems
Interaction Design
Design Systems & Tokens
In-engine development

Tools

02

Leadership & Collaboration

I align design with product and engineering, lead with clarity, and empower teams with systems that scale design thinking, not just output.

Expertise

Hiring
Team growth
Management
Strategy
Cross-functional partnerships

Tools

03

0→1 & Live Products

I thrive in ambiguity—turning unclear ideas into actionable roadmaps, aligning with product goals, and shaping first versions that scale.

Expertise

R&D
Roadmapping
Evolving based on user goals
Working within and interpreting ambiguous goals

Tools