

Product
Designer
Product
Designer
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.
About Me
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
Case Studies
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
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.
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
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.
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
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
01
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
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
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