Case studies
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.

Unity Digital Twin Platform
The surface teams use to create, organize, and publish digital twins, one portal over an authoring stack that had been spread across separate tools.
Digital twin platform
Unity Editor Main Toolbar
A supported customization API for the Editor's most-used surface, replacing years of unofficial workarounds built on internal APIs.
Editor tooling
Unity Editor Frameworks, overlays and editor tools
Owning the UX for the Editor's most-trafficked surfaces beyond the toolbar: overlays, editor tools, grids and dynamic panels, the chrome that frames every session for every creator.
Editor frameworks
Unity UI Builder, authoring for UI Toolkit
Owning the usability of UI Builder, the visual editor where Unity teams build interface, from embedded tooltips and style workflows to runtime data binding.
UI toolkit
Unity Automotive HMI authoring
Defining the interaction model for a greenfield node-based authoring environment for automotive dashboards and in-vehicle UI, a zero-to-one product line for Unity.
Automotive HMI
Unity AI-assisted design workflows
Leading AI-assisted design at Unity: guidance for the design org on Figma Make and design-system skills, packaged as reusable assets for org-wide distribution.
AI design workflows
Unite 2024, Football Manager 25 on UI Toolkit
Co-presented Unity's Unite 2024 session on bringing Football Manager 25 to UI Toolkit, building and wiring a Player Card component live on stage with runtime data binding.
Conference talk