I am an Encounter & Experience Designer
My process starts with Planning, where I research my emulation targets and target audience.
Next, I do rapid Prototyping: getting a Minimum Viable Product so I can playtest and get feedback.
Finally, my iterating focuses on addressing feedback, guidance, player rewards, and tutorialization.
Click project titles to see my process during their development!
UX Designer in a team of 12 for UE5 VR project
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Cardboard prototypes to communicate design before VR capabilities existed
- 5 gameplay systems for player interactions
- Function tested and troubleshot with 6 Devs
- Tested and iterated on calibration system, scaling controls to individual player sizes
Level Designer in solo Unreal Engine 5 project
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​6 planning documents to organize mood boards and level flow
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​32 Skill challenges to combine and challenge players on Fortnite mechanics
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​155 Coins & Accolades to guide players along Golden Path & reward exploration
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Props from 6 styles to create cohesive & story-driven environments
UI/UX Designer in solo Unreal Engine 5 project
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20 Figma frames to test layout and flow for Menu & HUD elements
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Blueprint nodes to generate Widgets, collect telemetry data, & print telemetry data
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​18 Input Actions to prototype combat system
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VFX for feedback arc w/ 16 Niagara Systems
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44 Widgets as Menus and their elements
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Created Widget Animations for dynamic WBPs​​​
Level Designer in published Unity project
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8 tutorial encounters teach gameplay
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80 collectibles guide and reward exploration
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8 enemy types challenge mechanic mastery
Producer in student team of 3
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90 tasks to ship product
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Implemented work of 3 Designers into 1 Scene
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Celebrated publication of our game!
SimpleTop

Creator of published passion project
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3 documents track updates, playtest feedback, attribution credits, and work time
- 175 hours of researching, developing, iterating, and playtesting RPG mechanics
- 20 group-session playtests consist of 79 of the development hours!