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

With 12 years in game UX and creative direction, I've helped shape AAA console and live mobile games at 2K, NetEase Games, THQ Nordic, Ten Square Games and Miniclip.12 years shaping UX and creative direction for console and mobile games.

Studios I've worked with

How I can help your studio

I turn complex game systems into experiences that feel intuitive, distinctive and worth returning to.

Onboarding and first-time experience

Teach through play, with guidance timed to the moment it helps.

  • First-session flows, planned moment by moment
  • Tutorials that scale from a single prompt to a full lesson
  • Contextual hints that step in after repeated failure

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

Player journeys and progression

Give new, returning and mid-game players a reason to stay.

  • Connected flows from the first boot through endgame
  • Progression, modes and rewards that make each return worthwhile
  • DLC and live content that fit naturally into an existing game

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

Accessibility and sensory feedback

Make essential information easier to see, hear and feel.

  • Options for subtitles, controls, aim assist and difficulty
  • Haptics and audio cues that confirm, warn and guide
  • Readable HUDs that support play without breaking immersion

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

Platform-aware design

Fit the experience to the device, not the other way around.

  • Controls built for controller, mouse and touch
  • Interfaces that work on a living-room TV and a phone in hand
  • Bringing deep PC systems to mobile without losing their character

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

Narrative, writing and world

Make story part of how every system feels.

  • Dialogue and direction for writers, worlds and characters
  • Tutorials, hints and menus in the game's own voice
  • Levels, mechanics and interfaces that carry the story

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

UX direction for teams

Give the team shared principles that hold up as the game grows.

  • UX reviews of a live build or vertical slice
  • Flexible frameworks that make room for new features
  • Closer collaboration across design, UI art, engineering and vendors

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

UX beyond the screen

Game UX reaches beyond menus and buttons. Sound, touch, sight, controls and language shape how a game feels—and how confidently people play.

Sound

Sound can communicate before anyone looks at the screen. On Mafia: The Old Country, I worked with the audio team to define sound and haptic feedback across the game.

Touch

Haptics give hits, warnings and confirmations a physical feel. In Destroy All Humans!, they conveyed impacts and the destruction of buildings and vehicles.

Sight

Contrast, text size, subtitles and HUD density shape readability, from a sofa to a train. Mafia: The Old Country lets players preview subtitle settings before they start.

Hands

A thumb, mouse and controller each need different layouts and shortcuts. EVE Echoes and Rise to War use touch-first controls; Destroy All Humans! is built around the controller.

Mind

Introduce one idea at a time. Timely tutorials, responsive hints and familiar patterns help people make sense of new systems.

Words

Prompts, labels and lore work best in the game's own voice. In Man of Honor, handwritten letters include a transcription, so story details don't depend on deciphering the script.

Ways to work together

From a focused review to hands-on leadership, we can find the right level of support for your game.

Two to three weeks

Audit

A close review of the first hour or a key flow, with a focused action plan your team can put to work.

See a sample audit
One milestone or more

Partner

Join your team part-time to design, review and mentor from pre-production through launch.

Project length

Direct

Lead UX or creative direction, aligning design, art and production around a shared vision.

Selected work

From cinematic console adventures and live mobile games to original worlds and connected products.

See all 15 projects

What colleagues say

A few words from teammates and collaborators. More on LinkedIn.

Let's talk about your game.

Tell me where your game is headed. I can review a critical flow, support your next milestone, or guide UX and creative direction across the project.