Most recently: a device-agnostic UI system for Roblox and an AI-augmented design pipeline that compiles Figma to engine.
Before that: Sole UX on a shipped cross-platform VR shooter, including a Konami licensed DLC, weekly monetization reporting, and a Google Sheets automation that ran the live store rotation.
A scaling framework and component hierarchy designed at Latchkey Digital. Built once, deploys across phone, tablet, and TV — and across every game on the studio's shared infrastructure.
An AI-augmented design pipeline at Latchkey. Figma is the source of truth; Claude reads it via MCP and writes matching Roblox UI structure. The pipeline works because the system underneath (RAGU) is strict.
Full UX flow for a licensed Konami DLC on X8, a cross-platform 5v5 VR hero shooter. HUD, paywall console, marquee, post-game summary, onboarding. Live on Steam.
Replaced X8's flat 2D store with an in-world, walkable shop where players see items before buying. Blocked out in ShapesXR; built in-engine by the level artist to spec.

A two-weekend build at Thirdverse that turned manual store-rotation database updates into a self-validating pipeline. Hundreds of items shipped through it.

Weekly monetization reports at Thirdverse — SQL pulls, annotated charts, visual-merchandising decisions grounded in data instead of taste.

Players said the menu felt scattered. I ran a card sort with the X8 Discord community, analyzed with Casolysis 2.0, and shipped a color-coded migration doc that engineers could read at a glance.

Led UX research and design groundwork for a new standalone VR 3D creation app at Masterpiece Studio. Stakeholder requirements, multi-team prioritization, diverge/converge ideation, outsourced testing — and a V1 that shipped.