Unreal Engine 4
Product Designer at Oculus
July 2016 - Present
Currently driving the overhaul of RIft Home 2.0 platform. Focusing on spatialised controls and asynchronous social interactions in VR.
Previously design lead for Store, Explore and Home - shipped the complete design overhaul with the new graphics engine. Drove productisation strategy for v1 launches. Art directed new environment initiatives.
Lead design for Project Maestro - a mobile app for creatives to animate their design and illustrations with touch. Pitched with concept reels to executives. Created AE motion comp and interactive prototypes to collaborate and iterate with the engineering team. Presented at Adobe MAX and Blend Fest 2015.
Designed cross-apps components - onboarding, layers and motion language. Mentored other product designers on how to use AE as a product conceptualisation tool and build interactive prototypes with Form and Quartz Composer.
Product Designer at Adobe
October 2014 - July 2016
Product Designer at Palantir
October 2013 - October 2014
Lead design for the core map product that helps the users to visualise the connection between geo-spatial and temporal data. Prototyped ways for users to generate insights (collaboration and real time comparisons) using After Effects and Quartz Composer. Committed to front end code for visual specs.