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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

  • 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

  • ​6 planning documents to organize mood boards and level flow
     

  • ​32 Skill challenges to combine and challenge players on Fortnite mechanics
     

  • ​155 Coins & Accolades to guide players along Golden Path & reward exploration
     

  • Props from 6 styles to create cohesive & story-driven environments

Fortnite Triathlon-Driving.gif

UI/UX Designer in solo Unreal Engine 5 project

  • 20 Figma frames to test layout and flow for Menu & HUD elements

  • Blueprint nodes to generate Widgets, collect telemetry data, & print telemetry data
     

  • ​18 Input Actions to prototype combat system

  • VFX for feedback arc w/ 16 Niagara Systems 
     

  • 44 Widgets as Menus and their elements

  • Created Widget Animations for dynamic WBPs​​​

Level Designer in published Unity project

  • 8 tutorial encounters teach gameplay

  • 80 collectibles guide and reward exploration

  • 8 enemy types challenge mechanic mastery
     

Producer in student team of 3

  • 90 tasks to ship product

  • Implemented work of 3 Designers into 1 Scene

  • Celebrated publication of our game!

FBK_Enemies.gif

SimpleTop

Picture of a playtest for SimpleTop, a TTRPG by Dylan Fair

Creator of published passion project

  • 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!
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