I am a Game UI/UX & Systems Designer who translates complex mechanics into intuitive player experiences. I specialize in bridging the gap between deep systemic logic and seamless interface design. With a technical foundation in Unity and C#, I design interfaces that prioritize flow and psychological immersion, particularly in high-stakes environments.
My design perspective is built on 35+ years of gaming culture and a wide range of real-world experiences. From working as an SIA-licensed Security Operative in the UK and a factory operator in Sweden to being a camera assistant in the favelas of Rio, I have spent years observing how people interact with systems under pressure.
I apply this situational awareness to create interfaces and mechanics that reduce cognitive load while maintaining atmosphere. My goal is to join a professional team where I can contribute to the UI/UX pipeline and evolve into broader Game Design roles
Figma prototyping and technical integration in Unity.
Dedicated to visual hierarchy and accessibility, ensuring gameplay mechanics are clear and easy to navigate.
Practitioner of the LDJ (Lightning Decision Jam) methodology to help teams align and prioritize ideas during creative blocks.
Experience working within the Scrum framework, contributing to backlogs and the delivery of Vertical Slices.

Indie Horror/Survival
Genesis Studio
Apr - Dec, 2025
Team: 11 Engine: Unity Platform: Windows
This project reached the Concept/Vertical Slice phase before development was halted due to a studio-wide pivot and restructuring.
๐ ๏ธ Lead UI/UX & Game Designer (Conception)
Systems & Interface: Designed high-fidelity UI flows, HUD, and inventory/crafting systems in Figma, focusing on usability and cognitive load reduction.
Psychological State UX: Conceived the "Sanity" feedback loop, communicating character mental health via dynamic FOV shifts and progressive screen overlays.
Game Design Concept: Proposed the "Delusion Phantoms" mechanic and QTE-based interactions to create tension in a non-combat survival loop.

Procedural Survival Race
25 Oct - 3 Nov, 2024
๐ itch.io
Team: 1 Engine: Unity Platform: Windows
Game analysis at 33 min and 43 sec.
https://www.youtube.com/watch?v=INJ3lWH6K04
10 days Game Jam | Playtest: # 5+
๐ ๏ธ Solo Game Developer & Game Designer.
Technical Integration: Built the full prototype in Unity, integrating and calibrating vehicle physics from third-party assets to achieve the desired game feel.
Procedural Systems: Programmed the logic for procedural track and obstacle generation to enhance replayability.
Gameplay Urgency: Implemented an AI-driven "chaser" and dynamic spawns to create constant pressure on the player.

Stealth/Exploration
19 Jul - 28 Jul, 2024
๐ itch.io
Team: 6 Engine: Unity Platform: Win, WebGL
Game analysis at 21 min and 29 sec.
https://www.youtube.com/watch?v=hD3s6rr7gUE
10 days Game Jam | Playtest: # 1+
๐ ๏ธ Game UI/UX Designer & Game Designer.
Core UI & Darkness Filter: Designed a camera filter layer that dynamically adjusted the player's field of vision based on flashlight energy.
Fatigue UX: Created a screen overlay to signal low character stamina, providing sensory feedback independent of the UI bar.
Onboarding & Feedback: Developed the visual style and in-game indicators for controls (run, hide, light) to ensure clarity.