










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. Working across multiple projects simultaneously gave me broad exposure to varied production roles and sharpened my ability to context-switch and contribute at every stage of development.




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.





