Interfaces built to be programmed, not just to look right.
Seven years of game UI for Roblox studios and product work for teams shipping to real users. Every file hands off as components your engineers can build from on day one.
- 7+
- Years designing interfaces
- 100+
- Commissions delivered
- Billions
- Cumulative audience reached
I don’t have one style. I have one standard.

I started designing interfaces because I wanted the games I played to feel better to use. Seven years later that is still the job: make it legible, make it feel right under the thumb, and make it survive contact with a real codebase.
Most of my work is game UI for Roblox studios — HUDs, inventories, shops, progression systems. The rest is product: SaaS interfaces, design systems, dashboards. Computer Science at McMaster is the other half of it, and it is why my files hand off without a rebuild.
What I get hired to do
Two practices that keep sharpening each other. Games taught me hierarchy under pressure; product taught me to make it hold up at scale.
Game interfaces
- HUD and heads-up systems
- Inventories and item grids
- Shops and monetisation flows
- Progression and quest systems
- Menus, lobbies and settings
- Onboarding and first-session flow
Product and web
- SaaS product interfaces
- Dashboards and data density
- Mobile and responsive systems
- Marketing and studio sites
- Information architecture
- Interaction design
Systems and direction
- Design systems and tokens
- Component libraries built for handoff
- Art direction and visual language
- Iconography and asset systems
- Engineering handoff specs
- Creative direction
Five stages, five gates
Nothing moves to the next stage until the current one passes. It is written down so no part of it gets re-decided mid-project.
Intake
You fill in a short brief: screens needed, style direction, deadline, budget. Scope and price are agreed in writing before anything is drawn.
Spec
I turn the brief into a screen list and a style direction, and pull the style DNA from your existing art. You approve both before any pixels.
Build
Tokens, then components, then screens — never the reverse. Every screen is built from component instances, so nothing is a one-off node your dev has to untangle.
Iterate
Three rounds of feedback, batched and written down. Every defect gets a rule and a check so it cannot happen on a second screen.
Handoff
The file is audited and imported straight into Studio: PascalCase names, icons tagged at the container, bars with a drivable fill, every clickable a button with hover and pressed layers.
What it costs
Fixed scope, fixed price, agreed before anything is drawn. Larger titles are quoted from the screen list.
Single frame
[ADD PRICE]
One screen, built as components and exported ready to import. Best for filling a gap in an existing interface.
Screen pack
Most booked[ADD PRICE]
A connected set — shop, inventory, settings — sharing one component system so they stay consistent as you add more.
Full interface
[ADD PRICE]
Every screen a title needs, art-directed from scratch and built on one system your team can extend without me.
Who I’ve shipped with
Studios where the work went live, and what the people who commissioned it said afterwards.
Twin Atlas
HyperPenguin Games
Rush Interactive / First Post
[ADD QUOTE — one or two sentences, in their words, about what changed after the work shipped]
[ADD NAME][ADD ROLE, STUDIO] [ADD QUOTE]
[ADD NAME][ADD ROLE, STUDIO] [ADD QUOTE]
[ADD NAME][ADD ROLE, STUDIO]
Before you write in
The six things every client asks in the first message.
Join the Discord or send the form below. You get an intake brief, and once scope, deadline and price are agreed in writing, I start on the spec.
Experience
Studios, products and the years behind them.
Astrix Solutions
Founder, Product Lead
Co-founded a product agency and took it past $5,000 MRR in three months, designing the funnels and CRM platforms behind it.
GitCloud
Founding Product Designer
Owned UX and information architecture for an early-stage SaaS app, from onboarding through the dashboard system.
Twin Atlas
UI/UX Designer
Interface systems inside an award-winning Roblox studio, on experiences with millions of visits.
HyperPenguin Games
Lead UI/UX Designer
Directed UI redesigns on live products, sharpening usability and visual hierarchy at scale.
Rush Interactive / First Post
UI/UX Designer
Scalable UI systems across mobile and web gaming, built as reusable components adopted across updates.
Independent
Freelance UI/UX and Product Designer
100+ commissions for Roblox studios and independent teams, run on a fixed intake-to-handoff pipeline.
McMaster University
BASc Computer Science
The implementation half of the job — why my files hand off without a rebuild.
Tell me what you’re building.
Taking commissions for the coming month, and open to full-time roles. Send the brief below and it lands straight in my Discord, where every commission is run.
Start a project
The more of this you fill in, the faster I can quote it. Nothing here is binding.
Rather talk first
The server is where briefs, previews and revisions actually happen.
Prefer email


































