Hard
Skills
UI

I’ve worked extensively on UI design and implementation, and I’ve been obsessed with usability ever since I learned about it in college. I love discovering new interaction patterns, especially from unexpected places in apps and industrial design.

I’ve built full UI systems from scratch, but I’ve also worked closely with artists, designers, animators, and UI programmers to push ideas further than I could alone. My own style leans toward clean and minimal, but I know when to support more expressive or figurative work from others.

I’m also deeply focused on execution. I care about pixel-perfect visuals at any resolution, and I obsess over loading, compression, and memory use to keep interfaces sharp, lightweight, and fast. I’ve built tech and processes to smooth the handoff between design tools and game engines, making iteration fast and reliable.

And finally, I care a lot about motion. UI shouldn’t just function, it should respond, flow, and reward interaction. Animation is part of how I make interfaces feel good to use.

Key
‍Examples

CtR Remastered | UI Target

For Cut the Rope Remastered, I created the animated UI target. I used animation to make it feel 3D and in-world. I built custom tech to support it, aiming to set a new standard for UI quality at Paladin Studios.

Stormbound | CCG UI

I designed and implemented most of the card handling UI for Stormbound. One of the bigger challenges was a 12-card deck management screen built for portrait orientation, a tricky layout problem with no clear reference at the time.