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Unity.

Senior product designer, from 2020. Owning UX across the Editor's foundational systems, from UI Builder and UI animation to the architectural future of the Editor itself.

ABOUT UNITY

Unity makes the real-time 3D engine and editor behind a large share of the world's games, and has spent the last several years extending the same technology into film, automotive, architecture and industrial simulation. The common thread is real-time 3D as a working medium rather than a rendered output: teams build scenes they can inspect, test and change live, instead of waiting on an offline render.

My work at Unity spans the surfaces that define the Editor: UI Builder and UI Toolkit, the UI animation system, the toolbar, overlays and editor tools, world-space UI, the automotive HMI authoring tool, and the Document Model work making the case for how the Editor handles multiple open documents. The common thread is owning systems rather than features. Each of these is a foundation other teams build on, so the design has to hold up under handoff, release cycles, and millions of creators.

I also work on the design system itself, which is a living product in its own right. It has to be flexible enough to support the Editor's many surfaces, but opinionated enough to keep the Editor feeling like a single product. I work with engineers and other designers to define the system's principles, patterns and components, and to make sure it is used consistently across the Editor.

Let's build something new.

Open to chat about potential opportunities.

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