I had a blast serving as a design mentor at the Microsoft Reactor in downtown SF! Watch how much fun we had and the amazing ideas that students made in a matter of days...
Have a look at recent work in usability and interaction design for select clients in my portfolio. Here's my history of design projects and more...
Senso is a wellness experience developed initially for the Oculus Launchpad program. I'm honored to have been Mika Uehara's co-designer and a solo developer on the project. The product vision features Japanese culture and offers mindful, focus enhancing meditation experiences in virtual reality (VR) with playful delight. The app is made with the Unity engine (2017.4.8f1). Senso is the first app to use my proprietary SDK for Unity, called the "Sandboxy Toolkit" – soon to be released online in the Unity Asset Store marketplace.
XeoDesign hired me to co-design and develop a Windows 10 based experience in Unity that trains law enforcement personnel how to respond to a call for help involving mentally disabled folks in, for instance a suburban neighborhood. The app is a prototype of a larger experience that is designed for virtual reality and room-scale elements using the HTC Vive Focus platform and other custom technological components. It's a fully interactive, character and dialogue driven experience that supports multiple storylines and scenarios.
The Remy Corporation in Boulder, CO (US) connected me with a stealth Hollywood Entertainment team of industry executives. They are developing the next generation content production platform for a diversity of users, software and hardware, online and off. I helped my client incorporate both vision- and user-centric design perspectives into the core concept and explore every possible user content generation avenue, a speciality of mine. I used Adobe XD to create itneractive wireframes that were merged into a prototype with a foundational look and feel with content related to user profiles. We built, tested and refined several interactive web and app prototypes. Please contact me if you'd like to connect with CLC Entertainment Studios to explore investment.
I joined Facebook's new initiative at Building 8, a hardware product design incubator and production house under the company's umbrella. I partnered with operations, support, logistics and system architecture teams and workshoped with our vendors, including Isobar, to define our business' best UX practices. My responsibility was to deliver the best consumer experience possible in 360° by ensuring every aspect of the business was developed with UX design in mind. I conducted research, gathered data and surfaced the competitive and other data required to make solid operational recommendations and chart customer journeys from before the point-of-sale to logistics, support and years after purchase. The business dissolved our team after shifting priorities in light of competition from Google and Amazon in similar competitive markets close aboard.
I founded a non-profit corporation with a board of directors, hand-picked from colleagues, friends and family with a common goal: Introduce the Art of Design to middle and high school students as a universal skill set that amplifies S.T.E.M. progams, evolving them into S.T.E.A.M. Since its founding, we have started the Dragonfly Gardening program in the Bernal Heights neighborhood in San Francisco that partners with the Boys & Girls Clubs.
After a short break from Autodesk, I found the AutoCAD Plant 3D/P&ID team in need of a lead UX designer to modernize their 'vertical' products and synchronize design standards across the company. Day-to-day, I researched, developed new designs and communicated technical specifications to engineers for implementation in a mixed Waterfall and Agile environment with 2-3 local and remote development teams in parallel. I hosted events at world-wide conferences for design in San Francisco, focused on sharing ideas and best practices within our community. I demonstrated products and conducted UX research with interactive prototypes at the annual Autodesk University conferences in Las Vegas.
The product marketing teams at headquarters needed my help to dig into the current state of a couple evergreen brand's web communities and design soltuions for the next generation of web presences. I researched the Kingsford BBQ brand community and delivered strategic recommendations for future development of the site and its features. For the Scoopaway cat litter brand, I used Google Analytics to dive deep into community paths, trends and behavioral patterns to re-conceptualize the site from top to toe. I worked with teams on- and off-site and delivered site maps, wireframes and technical specifications to the company's third-party developers.
The CTO's research and development office needed the unique combination of scientific research, games, design and 3D experience from my career to help them develop a new interaction model for users manipulating molecular architecture in 3D and on the web. I conducted research, user interviews and daily ideation sessions to develop the core concept, which is now a patented design process. The process was used to develop a web-based platform called project Cyborg.
The Creative Director at Trion's headquarters hired me to manage UX design efforts for the studio's websites, as a partner with leads in marketing, PR, art and other key departments. I collaborated closely with team leads, led Agile processes on the ground day-to-day and supported creatives' and developers' needs on demand. Projects that I developed include Rift, End of Nations and the early stages of a two-screen experience with SyFy Channel for the game/series hybrid called Defiance.
I started workin' for the U.S.D.A.'s research agency in the summer of 1994 as a high school student, wranglin' bees. As Internet growth began to accellerate, I soon found myself making websites, plumbing networks and creating simulation engines – falling further in love with technology.
After six years of government service, I joined MAXIS and started a twelve year affair with video game development, as a developer, designer, producer and director. Here are a few of the brands and products I'm proud to have been a part of making:
The Sandboxy Toolkit is a code and sample content pack written in C# for Unity. The components can be used to design and build interactive 3D experiences, including augmented reality (AR), virtual reality (VR) and mixed applications. The toolkit was developed originally for Senso, an Oculus Go app. Sandboxy will be extended to support additional hardware platforms as it evolves. Look for it in the Unity Asset Store soon.
The BEEPOP model has evolved over 14 times into a solid educational curriculum that is now being taught world-wide. The curriculum teaches students of all ages about honeybee biology, pollinators' roles in our ecosystem, agriculture and economics. This mix of disciplines, skills and knowledge empower anyone to build a sustainable system that benefits us all. Presently, my aim is to further democratize this simulation technology and the curriculum for world-wide applications.
When EA sunset their 3D rendering engine called EAGL, the EA Games brand switched along with Sports to a Flash/ActionScript based front-end development environment. Since the new engine leveraged about 90% of Flash's features, I designed a new set of components for the Flash IDE that made creating, integrating and testing UX designs easy for creative professionals and "hard core" engineers alike. EA saved money by leveraging a shared set of design tools and the bridge we built between EA Games' front-end experiences and the games themselves. We met our goal of converting multiple products on multiple platforms to the new framework and delivering user experiences where players cannot tell the difference between a menu and game play: Total and seamless immersion from start to finish for every game.
Back in the day, we didn't have fancy clouds, boxes or Interweb services. We had e-mail inboxes, overflowing with user generated content from traditional "box product" games with limited or no online access. Will Wright needed a way to get The Sims and SimCity communities connected and sharing with their friendship webs online. The challenge: Invest in a team, use a budget of $100K and design an easy-to-use, fast, scalable web platform.
We built the network architecture using dual FT3 Internet feeds, Cisco routers, Foundry Networks Layer 3 switches, F5 firewalls and fiber channel switching on an isolated backend network. All of the network gear was configured for high-availability (failover redundancy). The server hardware system is designed with three pools of servers: Database, front-end static web and front-end dynamic web. Static servers are super thin with memory cache based "disks" that are super fast: They serve clients content like text, images, videos and game binaries. Our dynamic server pool is a bit beefier, with more memory, CPUs and also configured with RAM disks to repond quickly. Database servers used faster Sun processors and Oracle to ensure solid backups and restoration capabilities in case of failure. Our first massive storage array of game and web content exceeded 1 TB in only a few years' time. The system survived multiple physical co-location moves and met its 100% up-time service commitment to the community.