I design games that are easy to learn and hard to put down.

I bring 12 years of UX and creative direction experience, shaping AAA console and live mobile games for 2K, NetEase Games, THQ Nordic, Ten Square Games and Miniclip.I bring 12 years of UX and creative direction experience across console and mobile games.

Studios I've worked with

What I bring to your studio

I bring game-making experience and fresh eyes to help your team make its best ideas clear, cohesive and memorable.

Onboarding and first-time experience

Players learn by playing, at the moment they need it.

  • First-session design, minute by minute
  • Tutorial systems that scale from a one-line prompt to a full lesson
  • Hints that step in after repeated failure and stay quiet otherwise

Seen in Mafia: The Old Country, Destroy All Humans! 2

Player journeys and progression

A clear path for new, returning and mid-game players.

  • End-to-end flow maps, from boot screen to endgame
  • Progression, modes and rewards that give players a reason to return
  • DLC and live content that slots into an existing game naturally

Seen in Man of Honor DLC, Football Strike, Fishing Masters

Accessibility and sensory feedback

Players feel and hear a game as much as they see it.

  • Accessibility options for subtitles, controls, aim assist and difficulty
  • Haptics, vibration and audio cues that confirm, warn and guide
  • Readable HUDs that stay clear without breaking immersion

Seen in Mafia: The Old Country, Destroy All Humans!

Platform-aware design

Console, PC and mobile each have their own rules.

  • Controller, mouse and touch input, each designed for its own device
  • Ten-foot TV screens versus phones held at arm's length
  • Taking deep PC systems to mobile without losing their soul

Seen in EVE Echoes, Destroy All Humans!, Rise to War

Narrative, writing and world

Story belongs inside the experience, in every system and screen.

  • Writing and directing dialogue, then leading professional writers on worlds and characters
  • UX writing: tutorials, hints and menus in the game's own voice
  • Level, mechanic and interface design that tell the story too

Seen in Hatchyverse, Magical District, Fishing Masters, Mafia: The Old Country

UX direction for teams

Good UX is a system the whole team can build on.

  • UX audits of a live build or a vertical slice
  • Modular frameworks that absorb new features without a redesign
  • Smoother collaboration between design, UI art, engineering and vendors

Seen in TopSpin 2K25, WWE Champions, Mafia: The Old Country

UX beyond the screen

Most people picture UX as menus and buttons. In games, a large part of the experience happens through sound, touch, hands and memory. These are the layers I design for.

Sound

UI sounds, music stings and voice lines tell players what happened before they read a word. Audio cues can confirm, warn and point attention off-screen. On Mafia: The Old Country I managed the full list of sound and haptic feedback with the audio team.

Touch

Vibration and haptics make impacts, warnings and confirmations physical. On Destroy All Humans!, haptics carried alerts, hits and the destruction of buildings and vehicles.

Sight

Contrast, text size, subtitles and HUD density decide whether everyone can read the game, from a sofa or on a train. Mafia: The Old Country lets players set subtitle size and preview every option before they start.

Hands

A thumb, a mouse and a controller need different layouts, hit areas and shortcuts. EVE Echoes and Rise to War were rebuilt around touch and gestures, Destroy All Humans! around the controller.

Mind

One new idea at a time. Tutorials arrive when they're needed, hints step in only after repeated failure, and systems reuse patterns players already know.

Words

UX writing in the game's own voice: one-line prompts, clear labels and lore that teaches. In Man of Honor, handwritten letters come with a transcription, so nobody has to decipher them.

Ways to work together

Every engagement starts the same way: I play your build like your players will, then we decide how deep to go.

Two to three weeks

Audit

A full review of your first hour or a key flow, with a prioritised list of fixes your team can act on straight away.

See a sample audit
One milestone or more

Partner

I work inside your team part-time, designing, reviewing and mentoring through a milestone, from pre-production to launch.

Project length

Direct

I own the UX or creative vision of a project and align design, art and production behind it.

Selected work

Cinematic console, a protected IP on mobile, a team under pressure and a world built from scratch.

See all 15 projects

What colleagues say

Recommendations from people I've worked with. More on LinkedIn.

Let's build a better player experience.

Whether you need fresh eyes on your onboarding, a partner through your next milestone or someone to lead UX and creative direction, I'd love to hear about your game.