
Executive Producer & User Experience Director
Greater Seattle Area

Executive Producer & User Experience Director
Greater Seattle Area
I strive to design and deliver magical experiences through products that emotionally resonate with real consumers. I am driven to learn from new experiences and believe in having fun in the process.
Experience design, design strategy, product design, innovation management, user interface design, interaction design, information architecture, brand experience, design management, production management, game design, graphic design, information design, icon design, art direction, interface copywriting
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
February 2008 — Present (8 months)
Pioneer Studios creates branded consumer experiences for the Entertainment & Devices division.
We harness consumer insights using an approach that integrates experience, business, and technology to define and create soulful products that generate emotional connections with consumers.
(Internet industry)
May 2007 — January 2008 (9 months)
Pelago is a venture-funded software startup that launched Whrrl, a geosocial networking and discovery service available for Web and mobile.
We created an innovative user experience allowing Web and mobile users to find, explore, share, meet up, and rate points-of-interest in their cities in a fun way.
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
March 2004 — May 2007 (3 years 3 months)
The Entertainment Experience Group is a multidisciplinary team whose charter is to design world-class end-to-end experiences that are desirable, useful, thoughtful, consistent, and easy-to-use across Microsoft’s Entertainment & Devices division.
We designed, built, and launched Xbox 360, the first next-gen, hi-def, and connected game console with a worldwide release in November 2005 to critical and consumer acclaim for its innovative interface and industrial design. We raised the bar for Microsoft consumer brand and product user experiences.
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
January 2000 — February 2004 (4 years 2 months)
Multiplayer design lead for Crimson Skies II: High Road to Revenge, an award-winning combat flight action-adventure title for the original Xbox. We delivered the AIAS action-adventure game of the year with an average rating of 89.6% on Gamerankings.com and redefined the combat flight genre on consoles.
Design and production team member for A.I. “The Beast”, credited as the first Alternate Reality Game (ARG). We did nothing less than create a new game genre that combines media with real-life.
UI team lead for Mechwarrior 4: Vengeance, an award-winning action title released for the PC. We delivered the definitive “big-robot action” game with an average rating of 86.4%.
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
September 1998 — December 1999 (1 year 4 months)
SQL Server 7.0 was Microsoft’s first integrated data warehousing and analysis release.
We shipped Microsoft’s impressive entry into business intelligence. Provided team-wide UX guidance while owning user-facing features.
(Public Company; 10,001 or more employees; ORCL; Computer Software industry)
August 1996 — September 1998 (2 years 2 months)
We established Oracle’s design and usability practice. Personally defined the corporate look & feel for Java-based products through CEO selection. Lead designer on Enterprise Manager, Internet Commerce Server, and Application Server products.
(Public Company; 10,001 or more employees; IBM; Information Technology and Services industry)
July 1995 — August 1996 (1 year 2 months)
We produced graphics, websites, and documentation for the Decision Support Systems product line.