Concept project
What would the UI of Ridge Racer look like if Namco released a new entry that tapped into the Y2K futurism they excelled at back in 1999/2000?
For this hypothetical design I leaned into a silvery metallic, digital look. Videos within computer screens within even more screens, polygons and symbols, afterimage “burn in,” and motion graphics/transitions that warp the player through this navigation system.
The bright blue skies, clean lines, shiny metallic surfaces, and poppy colors of Y2K Futurism.
Full design here




Atlas travel app
Client project
Atlas is an early stage startup that’s using AI to provide bespoke travel recommendations and trip itinerary that can be booked on the platform.
I was contracted to design MVP screens and features for Atlas’s mobile app. These included highlighting AI trip planning, responsive maps, user trip preferences, and itinerary layout.
Users can explore cities through guides, recommendations from other users, manage and edit their itinerary, book accommodations, or use AI to prepare a trip that will take them out of their comfort zone.




Player Experience
UI redesigns of popular video games
Here I look at one aspect of a game I’ve been playing, new or old, and how its UX works or doesn’t work. If something doesn’t work, and I think its within my means — having no access to any of the games’ assets — I will demonstrate a solution.
I’ve broken down RoboCop: Rogue City’s cluttered gun upgrade UI and redesigned it with color distinctions; I brought some clarity to Yakuza’s confusing “Shareholder Meetings;” and Lies of P’s skill tree was updated to better demonstrate what paths could be taken by the player.





RoboCop: Rogue City

Lies of P

Yakuza: Like a Dragon
Itch.io mobile app
Concept project
Itch.io, a popular site for users to sell their indie games as well as host/participate in game jams, does not, for some reason, have a mobile app. So I designed one as a concept project.
Their mobile browser site is pretty functional but it’s missing some key features. In this app, users now can download mobile games for offline play, quickly navigate through a user’s profile, and have flexible ways to display collections, purchases, etc.
Taking some cues from Letterboxd’s movie app, which allows one to swiftly dive into user tastes and watchlists, I designed this mobile app to have the same community mindset that is seen in Itch’s desktop version.




Connect Link
Client project
Connect Link’s platform provides a community for entrepreneurs to network, receive mentorship from industry experts, and begin developing their idea/brand. Think Linkedin’s professional network meets ADP List’s great mentor resources with the gamified hooks of Duolingo.
My role at Connect Link was working on “Journey,” a way for users to chart their real-world startup creation by dividing this progress up into a series of digestible tasks.
My two responsibilities for Journey were:
Creating the gamified progression system for entrepreneurial users looking to build a startup and UX Writer for tasks/rewards that encourage users to make progress on the platform

Concept project
What if Namco released a new Ridge Racer with UI that tapped into the Y2K futurism that the company excelled at back in 1999/2000?
For this hypothetical design I leaned into a silvery metallic, digital look. Videos within computer screens within even more screens, polygons and symbols, afterimage “burn in,” and motion graphics/transitions that warp the player through this navigation system.
Atlas travel app
Client project
Atlas is an early stage startup that’s using AI to provide bespoke travel recommendations and trip itinerary that can be booked on the platform.
I was contracted to design MVP screens and features for Atlas’s mobile app. These included highlighting AI trip planning, responsive maps, user trip preferences, and itinerary layout.
Itch.io mobile app
Concept project
Itch.io, a popular site for users to sell their indie games does not have a mobile app. So I designed one as a concept project.
Their mobile browser site is pretty functional but it’s missing some key features. In this app, users now can download mobile games for offline play, quickly navigate through a user’s profile, and have flexible ways to display collections, purchases, etc.
Player Experience
UI redesigns of popular video games

RoboCop: Rogue City

Lies of P

Yakuza: Like a Dragon
Here I examine one aspect of a game I’ve been playing, new or old, and how its UX works or doesn’t work — in which case I will demonstrate a solution.
I’ve broken down RoboCop's cluttered gun upgrade UI and redesigned it with color distinctions; I brought some clarity to Yakuza’s confusing “Shareholder Meetings;” and Lies of P’s skill tree was updated to better elucidate it various paths.
Medium blog
Connect Link
Client project
Connect Link’s platform provides a community for entrepreneurs to network, receive mentorship from industry experts, and begin developing their idea/brand.
My role at Connect Link was working on “Journey,” a way for users to chart their real-world startup creation by dividing this progress up into a series of digestible tasks.
Concept project
What would the UI look like if Namco released a new Ridge Racer that tapped into the Y2K futurism they excelled at back in 1999/2000?




For this hypothetical design I leaned into a silvery metallic, digital look. Videos within computer screens within even more screens, polygons and symbols, afterimage “burn in,” and motion graphics/transitions that warp the player through this navigation system.
The bright blue skies, clean lines, shiny metallic surfaces, and poppy colors of Y2K Furturism.
Full design here
Atlas travel app
Client project
Atlas is an early stage startup that’s using AI to provide bespoke travel recommendations and trip itinerary that can be booked on the platform.








I was contracted to design MVP screens and features for Atlas’s mobile app. These included highlighting AI trip planning, responsive maps, user trip preferences, and itinerary layout.
Users can explore cities through guides, recommendations from other users, manage and edit their itinerary, book accommodations, or use AI to prepare a trip that will take them out of their comfort zone.
Player Experience
Concept project
Here I look at one aspect of a game I’ve been playing, new or old, and how its UI/UX works or doesn’t work. If something doesn’t work, and I think its within my means, I will demonstrate a solution.
So far I've broken down RoboCop: Rogue City’s cluttered gun upgrade UI and redesigned it with color distinctions; I brought some clarity to Yakuza’s confusing “Shareholder Meetings;” and Lies of P’s skill tree was updated to better demonstrate what paths could be taken by the player.
Medium blog
Itch.io mobile app
Concept project
Itch.io, a popular site for users to sell their indie games does not have a mobile app. So I designed one as a concept project.








Their mobile browser site is pretty functional but it’s missing some key features. In this app, users now can download mobile games for offline play, quickly navigate through a user’s profile, and have flexible ways to display collections, purchases, etc.
Taking some cues from Letterboxd’s movie app, which allows one to swiftly dive into user tastes and watchlists, I designed this mobile app to have the same community mindset that is seen in Itch’s desktop version.
Connect Link
Client project
Connect Link’s platform provides a community for entrepreneurs to network, receive mentorship from industry experts, and begin developing their idea/brand.
My two responsibilities for Journey were:
Creating the gamified progression system for entrepreneurial users looking to build a startup and UX Writer for tasks/rewards that encourage users to make progress on the platform
Think of Connect Link as Linkedin’s professional network meets ADP List’s great mentor resources with the gamified hooks of Duolingo. My role at Connect Link was working on “Journey,” a way for users to chart their real-world startup creation by dividing this progress up into a series of digestible tasks.







