8+ years shaping large-scale experiences at EA Frostbite, Blizzard, John Deere, and Kraft-Heinz — turning technical bottlenecks into intuitive visual workflows.
Selected Work
Transformed a blind, data-heavy guess-and-check tween workflow into a high-fidelity visual timeline system with real-time spatial feedback.
Turned a fragmented Figma library with zero governance into a production-trusted design system adopted across every global Frostbite studio.
Rebuilt a legacy enterprise analytics platform with role-based personalization, real-time dashboards, and a new information architecture for global field managers.
Redesigned the Army Leader selection UX for Warcraft Rumble - eliminating navigation friction, establishing visual hierarchy, and future-proofing for cosmetic expansions.
I don't just design screens - I map systems, interrogate constraints, and build solutions that engineers trust and users actually adopt.
Contextual inquiry, affinity mapping, and usability testing are the foundation of every decision - not gut instinct.
I design for scale. From token architecture to governance frameworks, I build things that survive contact with real teams.
Deep collaboration with engineers - I speak their language, understand constraints, and design within what's actually buildable.
10+ years in fast-moving studios has sharpened my ability to move from ambiguity to testable prototypes without losing quality.
I've led design across FC, Madden, NHL, and global enterprise platforms - aligning designers, PMs, and engineers on shared vision.
−40% authoring time. +40% retention. −50% dashboard generation. My work ships with real metrics attached.