Specialising in complex system design, internationalisation, and AI-adjacent products. 7+ years at Ubisoft and Tencent.
I designed both the AI priority state machine and the UX layer for Guangzai — autonomous companions with needs, skills, and personalities — making invisible behaviour legible for up to 20 characters at once.
A party game needed a full social layer in a month — chat that worked as an idle sidebar, a mid-match pop-up, and an open-world channel at once. As sole designer across 10+ stakeholders, I made one system feel native in three contexts.
A live game’s store and activity center never stop growing. As sole designer, I built both as component systems — one item card for every state, one price slot for any currency, and a restructured two-level events hub that keeps a growing calendar findable and loops players back to the shop.
Ships, slots, weapon sizes, stats — a deeply constrained system players couldn't navigate. A single toggle resolved a team debate and respected two completely different user mental models simultaneously.
A single screen had to convert users across all markets simultaneously — including Arabic RTL and dramatically different string lengths. Percentage-based savings made the decision universally legible regardless of currency or locale.
I'm a Singaporean UX Designer with 7+ years shipping complex digital products across Japan and Singapore. My background is in information engineering — I think in systems before I think in screens.
I've worked at Ubisoft Singapore on a AAA live-service game, Ubisoft Osaka on Rocksmith+ — a subscription EdTech product for learning guitar — and Tencent Japan on a Chinese social open-world game. Each role pushed me into different design problems across different cultures and constraints.
Now I'm focused on AI-adjacent products and complex workflow tools — where good UX isn't a nice-to-have, it's what makes the technology actually work for people.