Project
Game Engine Developer Tools
Timeline
2017 - Present
My Role
Senior Product Designer
Industry
Gaming & Technology
Overview
I've worked on countless features, workflows and systems over the years that are crutial to game development. Each could be its own entire case study but I've decided to save you time and give a snapshot into what I've created to help developers all over the world make their games.
I lead the design of the particle editor. Taking a complex engine only available by code, working with developers and artists to create a visual editor with an in-depth preset and "linking" system for beginners and pros to use.
The emitter panel was something that would be carried over into the main editing flow for the rest of the IDE.
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I was part of the two person design team in 2018 that designed the animation editor in the IDE. I mainly took charge of the canvas interactions and animation curve library and consulted on the timeline.
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I worked closely with developers to help build the entire prefab system which handled groups of assets stored locally in separate projects. This was a massive ecosystem of managers and systems design.


I lead the UX of an external tool created to let users import 3D models and animations and edit them before turning them into png sequences to use in GameMaker.

A system that allows users to install and revert individual packages to specific versions. This also had a global update system for less advanced users.


Rebranded windows install flow

I pushed for the creation and lead the team process to start creating a reusable design system which helped speed up ideation and design time massively whilst keeping the tool consisten visually.
