Product Designer currently designing video game experiences at GOALS. Previously, EA DICE

Goals

As the first experience designer on this free-to-play football game, I architected the UX foundation for a global esports audience. I defined core loops, progression, and engagement systems, which I translated into scalable flows, cross-platform patterns, and high-fidelity designs engineered to support an ever evolving live service.

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Electronic Arts

I helped design the studio’s first Battle Pass system, addressing the challenge of introducing a live-service monetization model into a full-price game without compromising player trust. Through research, cross-studio collaboration, and iterative design, I helped shape a progression system that balanced fairness, accessibility, and long-term retention while supporting the game’s longevity.

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Electronic Arts

Bringing clarity in chaos through the in-game HUD of Battlefield 2042
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On the Battlefield 2042’s core loop team, I coordinated a wide range of stakeholders and gameplay teams to translate complex rules, progression systems, and player states into a clear, accessible, and immersive in-game experience. The goal was to support fast-paced decision-making in the unpredictable conditions of a large-scale multiplayer shooter.
 

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Reason Studios

Reason Compact is a mobile music studio designed to make professional music creation accessible anywhere. I led product design end-to-end, balancing accessibility for newcomers with professional depth to grow a new audience, strengthen the brand, and drive adoption of the desktop studio.

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Reason Studios

Reason Studios set out to modernize its digital presence to reflect its position as a leading music technology brand. I led research, prototyping, and usability testing to redesign the website from the ground up, creating a mobile-first, content-driven experience that improved discoverability, reduced bounce rates, and supported increased conversion.
 

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Reason Studios

While working on Reason Compact, a cross-platform music production app, I designed new instruments for the desktop version, enabling seamless mobile-to-desktop workflows. I defined sound character, features, signal flows, information architecture, and visual interfaces to allow musicians to create professional music anytime, anywhere.

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