About

Studios
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 that work has been game UI — HUDs, inventories, shops, progression systems — for Roblox studios and independent teams. Over a hundred commissions, run on a fixed pipeline from a client's first message to a working hierarchy in Studio. The process is written down, because re-deciding it on every job is what burns designers out.
The rest is product: SaaS interfaces, dashboards, design systems, the occasional site. That side sharpened what games do not teach on their own — architecture, edge cases, and what happens on the fifteenth screen rather than the first.
I study Computer Science at McMaster. It is the other half of the job. It is why I hand off files built to be programmed instead of files that only look right, and why I can talk to the engineer implementing them without a translator in the room.
A fantasy inventory and a billing dashboard need completely different surfaces, and the mark of the job is that neither should look like me. What stays constant is underneath: hierarchy, spacing, states, and a component system somebody else can pick up.
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
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