










I joined the Game of Thrones: Conquest team early on in pre-production. I was tasked with building a team of UX Designers, UI artists and 2D Illustrators to design a mobile strategy game featuring one of the biggest IPs in the world. I designed the UX design pipeline, defined the UI art guidelines, and produced key UI features.



I took over UI responsibility for Lord of the Rings Online shortly after the game launched in 2007. I formalized the UX pipeline, built a UI team with diverse skill-sets, managed the UX design when the game transitioned from a subscription model to Free to Play and launched five expansion packs and multiple live updates featuring improvements to key game systems.





During the development of Infinite Crisis, I was part of a shared service creative studio where I managed the pooled resources of UI and VFX for multiple projects, including IC. Due to my responsibilities being spread along multiple projects, I didn’t work on major initiatives, but it did provide me with the opportunity to take on more varied smaller production roles.




I joined the Dungeons & Dragons Online team about six months after the game’s launch in 2006. I improved key features within the game to reduce friction and improve visual quality. Eventually I built and managed a dedicated UI team and also managed the VFX team for the project shipping multiple updates and two expansion packs.





