I design interaction-driven digital products where form and function reinforce one another. With a technical background, I translate complex systems into intuitive, expressive user experiences through research, rapid prototyping, and close collaboration with product, engineering, and design partners. I work egolessly, lead with empathy, and focus on shared outcomes and high-quality execution.
Senior Product & Experience Designer
Primary Case Study (Spider-Man 2 Locomotion)
Context
Lead Locomotion Mission Designer on Spider-Man titles at Treyarch / Activision Blizzard. Provided valuable feedback and tuning to traversal mechanics and owned design and implementation of all traversal-focused missions across multiple shipped games.
Problem
Design traversal that feels immediately intuitive for new users while remaining expressive and rewarding for advanced players, with movement, camera, feedback, and pacing functioning as a unified system.
Approach
Treated locomotion as a holistic interaction system rather than a feature set. Iterated directly with lead designer and engineers on controls, camera behavior, momentum, and abilities, prototyping changes in isolation before integrating them into missions to enable fast, low-risk iteration.
Collaboration
Worked closely with animation, audio, UI, and engineering, prioritizing clarity and reducing friction by adjusting my own work first. Maintained alignment through frequent check-ins and shared prototypes.
Outcome
Traversal became a defining pillar of the experience. I was designated Lead Locomotion Mission Designer and given ownership of all traversal-focused missions, including mission flow, difficulty and progression, all audio integration, cinematics, and success states.
