Designing immersive experiences for console and PC

Role

UX/UI Designer

Industry

Gaming

Duration

Shipped, 2023-2025

For the past 3 years at Amazon, I've led UX for core game systems on Xbox and PlayStation, supporting the company’s first in-house launch and attracting 100,000 players.

Key Projects

Before
After
Before
After
Before
After
Before
After

In-game Shops

Product Design

problem

Players struggled to find and purchase items tied to their progression. Shops looked and behaved differently across the game, leading to confusion, inconsistent usability, and unclear upgrade paths.

goal

Build a unified shop where players can browse, compare, and purchase progression-based items in a consistent, intuitive experience.

personal challenge

I was the sole designer for monetization features. When I joined, all the shops had different layouts, and built on different canvases causing lots of extra work for both design and engineering.

I worked with the UI Tech and engineering teams to rebuild everything on one shared Lua canvas. This made shops consistent, easier to update, and allowed us to track player purchases properly.

results

10% increase in player purchase rates

Control Hints

Interaction Design

business need

problem

New World taught most mechanics through text-heavy tutorials, which players often ignored. Tutorials were inconsistent, and text-heavy; and teams relied on UX to manually design hints for each feature.

goal

  • Create an easy-to-understand control-hint widget that shows the right controls at the right moment.

  • It should be fully data-driven, reusable across all mechanics, and easy for design and engineering teams to implement without UX bottlenecks.

  • Serves as an alternative to tutorials and boosts player's learning curve.

role

I led the design of the global control-hint system, including interaction patterns, data rules, edge-case behavior, and cross-platform testing (console, PC). Partnered with game design, engineering, and UX research to define the system.

results

Adopted across 20+ gameplay systems and ~10% decrease in time-to-market.

Onboarding and Marketing features

Growth Design

Drove redesign on New World's onboarding, increasing DAU engagement of new, and in-game events by 5%

Controller Navigation System

UX Engineering

I designed the core controller navigation and virtual cursor experience for New World on console - defining movement, focus, friction, and magnetism across menus. Partnered with UI Tech to refine interaction feel and support multi-modal inputs like voice, gestures, and haptics. This work established the foundation for New World’s console UX.

Social & Community Systems

Designed login, social, and community features that reduced friction, improved player connection, and cut overpopulation handling time by half.

Design
Systems

Created global UI components - filters, search, sort, inventory, crafting, leaderboards to unify the game’s cross-platform design system.

User Research

Prototyping

Drove user research cycles: running sessions, creating rapid AI-assisted prototypes, and testing accessible concepts for 10-foot UI interfaces.

Design culture - UX copy

Prototyping

Drove user research cycles: running sessions, creating rapid AI-assisted prototypes, and testing accessible concepts for 10-foot UI interfaces.

Let's work together!

I can help designing a product from 0-1, improving a product from 1-10, or create a brand's design system.

Let's work together!

I can help designing a product from 0-1, improving a product from 1-10, or create a brand's design system.

Let's work together!

I can help designing a product from 0-1, improving a product from 1-10, or create a brand's design system.