Endemol
UX & Engineering Lead. Multilingual content systems and large-scale web platforms across an international entertainment portfolio. Where the technical depth that still informs current judgment got built.
entertainmentWhy this practice. Why this way. Why now. Read once, then go look at what got built.
I design products at the seam where intent becomes interface — where a half-formed idea has to choose what kind of system it wants to become. The interesting decisions live there: pacing, posture, what shows up first, what stays hidden, what the model is allowed to assume.
AI didn’t shrink the design problem. It made the problem about judgment, not output. The work is choosing what to build and how it should behave in someone’s actual life — then shipping it before the moment passes.
I’m strongest where strategy, design, interaction behavior, and the realities of implementation collide. I write the prototype, ship the build, and stay around for the part where it has to be good for real users. The portfolio is the proof.
Twenty years across consumer scale, enterprise complexity, and quiet labs where the right call wasn’t obvious.
Drag the timeline →
UX & Engineering Lead. Multilingual content systems and large-scale web platforms across an international entertainment portfolio. Where the technical depth that still informs current judgment got built.
entertainmentDirector of UX Prototyping & Senior UX Manager. Led global prototyping teams across offices and product lines. Shaped rebrand and personalization work, built scalable design processes, mentored senior designers and prototypers.
consumer · leadershipSenior UX Engineer / Prototyper. Built high-fidelity prototypes for Google Cloud AI, Google Assistant, and Android. Bridged design and engineering with prototypes that accelerated research, alignment, and decisions.
ai · cloudPrincipal Product Designer / Design Technologist. Mobile, voice, and personalization during Walmart’s digital transformation. Translated complex recommendation systems into interfaces that didn’t require explanation.
retail · mlSenior Product Designer & Generative AI Specialist. Led UX across cart, checkout, wallet, account, and in-store self-checkout. Drove AI tooling, prompt libraries, and education across the design org.
e-comm · aiIndependent product lab. The place where ideas get tested in public. Shipped AI tools, design utilities, music, video, and arcade games — all real software, all built end-to-end. Proof that the practice is current.
lab · soloMost interesting projects use four of these at once. The titles vary by company; the practice doesn’t.
Designing systems where the model is the interaction, not a chat panel bolted onto a SaaS shell. Voice, agents, ambient assistance, model-aware interfaces.
Production-quality prototypes that behave like real software because they are real software. Built end-to-end by one person, often before the team is convinced.
Taking an ambiguous brief through research, framing, design, prototype, and shipped product. Comfortable carrying the weight when there isn’t a roadmap yet.
Untangling legacy workflows in cart, checkout, account, internal tooling — and replacing them with systems people actually want to use. Years of this, at scale.
Custom copilots, prompt libraries, synthetic research environments, and workflow accelerators built for design and product orgs. Used by real teams.
Built and led prototyping teams at Yahoo. Now drive AI adoption inside a design org through teaching, tooling, and example. Comfortable as IC, lead, or director.
Independent products shipped through AI-Created. Real software, end-to-end. The proof that the practice is current.
Voice-first journaling that turns raw speech into a written entry that still sounds like you. Whisper transcription, semantic search, weekly AI summaries, zero-knowledge encryption. Local-first PWA.
Tailor your resume to the job — without sounding like a robot wrote it.
Realtime ChatGPT voice, on your wrist.
Claude Code + Codex usage on your Mac desktop. A menubar utility for devs.
The most frictionless food intake logger ever built. Speak, photograph, done.
Hardcore arcade space combat. No mercy. No filler. Built as proof of interaction design depth and systems thinking.
One finger. One mistake ends the run. A minimal arcade study in tension and feedback loops.
Captivating video visualizations of your music. Render-quality output, hand-tuned aesthetics.
A 1991 clock design, brought to life. A small love letter to vintage interaction craft.
See your name in lights at a major sporting event. Pixel-faithful arena LED simulation.
Numbers don’t lie. They also don’t tell the whole story. Here are a few honest ones.
No process slides. No frameworks for sale. The four moves that show up in every project that ships.
Find the smallest, most honest version of the problem. Strip the brief until what remains is real.
Skip the slide. Build the smallest behaving thing. Code, not comp. The product tells you what it wants to be.
Real users, real models, real edge cases. Watch what breaks. Decide what’s worth keeping.
Stay around for the boring part. The 1.0 only matters if it stays in the build after launch.
A live page. Updated by hand because that’s how you can tell it’s real.
The fastest path. Tell me what you’re building, what’s ambiguous about it, what timeline you’re on.
Hand-set, single HTML file, no frameworks. Typography is Fraunces (variable, with SOFT, WONK, opsz, and wght axes wired up), Space Grotesk, and JetBrains Mono. The headline letters morph weight and wonk based on cursor proximity — try moving across the cover. Built by hand in Portland in May 2026 as a working draft of an in-progress design language. If something feels slightly off, it’s probably intentional.