Product Designer & AI Advocate
Design.Prototype.Ship.
I take ideas and turn them into
beautiful and functional products.
10+
Years in the Game
71M+
Users Reached
126K+
Games Catalogued
Selected Work
All Work
Case Study
We The Players
We The Players began with a simple frustration: gaming is deeply social, yet the spaces we use to talk about games rarely feel welcoming. Built as an exploration into calmer, player-first communities, the project asked what might happen if a gaming platform prioritised shared taste, thoughtful discussion, and belonging over noise and engagement metrics. We The Players is a concept-led study in how product design can shape healthier, more human online communities for gamers.

Case Study
Nexus Mods
By 2015, Nexus Mods was the undisputed home of PC game modding. Nearly ten million members, hundreds of thousands of mods, and over a billion downloads. The numbers were staggering. The website, however, was not.

Case Study
WordGrid
WordGrid is a daily, time-boxed word game where players build as many valid words as they can from a shared 4×4 letter grid in 3 minutes, earning points via Scrabble-style letter values plus length multipliers. It’s designed to be quick, competitive, and repeatable as a daily ritual, with features like a daily leaderboard, private leagues, and a personal stats dashboard.

Case Study
Personal Design System - Foundations
Every designer has been there. A new project lands, the brand colours are completely different from your last one, and suddenly you're staring down the barrel of manually updating hundreds of components across dozens of files. It's tedious, error-prone, and about as enjoyable as a root canal. I wanted to fix that.
Journal
All PostsDesign Systems Are Consuming the World (And That's Fine)
Whatever your relationship with design systems, here's the uncomfortable truth: they've gone from a nice organisational bonus to an absolute necessity. And if your team is still building products without one, you're essentially assembling IKEA furniture without the instructions. Except the instructions are also in Swedish. And someone's already lost three of the screws.
The UX of Video Games: What Product Designers Should Be Stealing
Product designers love to talk about onboarding flows, progressive disclosure, feedback loops, and user engagement. We attend conferences about it. We read books about it. We create elaborate Figma files documenting it. And yet, video games have been doing all of this, often brilliantly, since before most of us had email addresses. The games industry has been running the world's largest UX experiment for over forty years, and most product designers are barely paying attention.
Raising the Dead: Bringing a long fallen platform back to life
A gaming platform that cost £5,000/month fell under its own weight. Years later, it's been rebuilt from scratch as vgdb.co, with AI assistance and a radically simpler approach. This is a resurrection story.