Specialising in complex system design, internationalisation, and AI-adjacent products. 7+ years at Ubisoft and Tencent.
An open-world island map had to hold the player, other players, NPCs, missions, stations, homes and stores at once. As sole designer, I rebuilt what the map shows and when, so players orient themselves before decoding a crowded screen.
A mobile app that lets anyone design a space directly: drag and drop furniture, recolour and paint pieces on the spot, reshape the room itself, and generate new patterns with AI. The challenge was making deep spatial editing feel effortless on a small touchscreen.
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.