I'm a versatile designer specializing in graphic, web, and UI/UX design driven to bring inclusive, minimal, and user-centered solutions that connect and inspire.

Video Game UI/UX
Designing breathtaking, user-centric websites that boost engagement, conversions, and growth, perfectly aligned with your brand

Designing breathtaking, user-centric websites that boost engagement, conversions, and growth, perfectly aligned with your brand

Graphic Design
Designing breathtaking, user-centric websites that boost engagement, conversions, and growth, perfectly aligned with your brand

Designing breathtaking, user-centric websites that boost engagement, conversions, and growth, perfectly aligned with your brand
Got a project in mind?
Let's Talk About It


Designer
I'm a versatile designer specializing in graphic, web, and UI/UX design driven to bring inclusive, minimal, and user-centered solutions that connect and inspire.
Houston, TX
Designer
Supervisor/Part-Time Manager
Contract Graphic Designer
Video Game UI/UX Diploma
Bachelor of Fine Arts, Graphic Design

| TIMELINE | NOV 2025 - FEB 2026 (12 weeks) |
| TOOLS | Figma, Clip Studio Paint |
| SKILLS | Game UI/UX, User Testing |
| PLATFORM | Desktop |
| MY ROLE | UI/UX Designer |
1. About the Project
This project was created in a span of 12 weeks under the guidance of Ivy Sang (UX/UI Director for Blizzard) and Jacob Lee (Visual Design Lead at Riot Games). It was my class project throughout the duration of ELVTR's UX/UI for Gaming course.
Challenges
Short time span. The project was created during the holiday season in which I juggled multiple responsibilities.
Unfamiliarity with the discipline. I was a beginner when it came to UI/UX in games and my Figma skills were rusty. There was a steep learning curve I had to overcome.
Limited knowledge of the game. I do not play The Sims 4 and struggled to understand the game mechanics.
2. UX Planning
Player's Journey
Before starting my redesign, I created a player's journey (similar to an empathy map) to understand the relationship between the game designer's intentions and the player's experience. I analyzed the first few minutes of gameplay to see what areas could be improved upon to bridge the gap between the two parties.
Paper Prototype
A paper prototype of the four screens I decided to redesign. It outlines what the intention of each screen is.
Flow Chart
The screens were further fleshed out to present all the different options available on each screen, while highlighting the relationship between them.
Wireframes
My initial wireframes created in Clip Studio Paint. The character placeholder art was illustated by me.
3. Usability Testing
To understand if my wireframes were effective at solving the issues I hoped to fix, I conducted a usability test. I had 3 volunteers from my target demographic participate.
Test Preparation
The objectives and logistics of my research were established to understand the scope of my test. I followed a script to easily replicate the test for each participant.
Test Results
Although I ran into some hiccups, the usability test gave me valuable insight on what needed to be changed in my wireframes.
Reiterated Wireframes
With the knowledge I obtained from my usability test, I redesigned my wireframes to improve the user experience. They were recreated in Figma.
Swapped share and save image buttons positions.
Changed “Share to Gallery” to be bigger.
Added an info icon next to the share gallery button to explain what the Gallery is.
Change “Share your Household” to “Share your Sim(s)”.
Added option to name Household.
Removed markers from the map (I go back on this decision after realizing the markers are necessary on the detailed 3D map).
Indicated what characters are living inside the occupied households + say that it’s already occupied.
Made the amenities a single solid gray.
Fixed the formatting of text in windows to have information stacked vertically.
Instead of relying on color to show if something is affordable, have text in window say you cannot afford this lot.
Changed title to “Ready to move-in?”
Got rid of the confusing flavor text below the title.
Changed the play button in the tips to be checkmarks.
Changed “Taking Control!” to “Camera Controls”.
Took out the title “Changing Camera Controls”.
Changed description to “Click CTRL + Shift + Tab to toggle alternative camera controls or check Controls and Camera in Settings for more options.”
Changed the tip windows to only show one at a time in prototype.
Added page numbers on the bottom left.
Added lightbulb icon.
4. Interface Design
UX Moodboard
My main focus was improving the overall user experience. I wanted to preserve the original UI art style.
Credits (from left to right)
UI/UX | Relic Hunters Legend by Taty R.
The Sims 3 [UI REDESIGN] by Eva Bourdet Kovacs
UI Design - Unannounced Game by Taty R.
'Outscape' [Beyond Dark] - Artworks and UI/UX by Andrii SHAFETOV
Dashboard CRM - WIP by Farhan
16 little UI design tips that make a big impact by Adham Dannaway
UI Mockups - 1st Iteration
The first iterations of the mockups. The screenshots and assets were collected by my wonderful friend. The original HUD remains mostly the same in my redesign. My focus was improving the various windows that appear throughout the beginning of the game.
Unexpected Challenge
While collecting screenshots, I discovered I analyzed an old version of The Sims 4. Many of the issues I aimed to fix were already fixed in the latest version of the game. I made the difficult decision to deviate from my wireframes to match the latest version of the game. This was a time-consuming setback but a necessary one.
Accessibility Test
I ran my mockups through a color blindness test to determine how accessible the designs were to those with different visions. It was discovered that certain elements/options were difficult to understand because they relied on color.
UI Mockups - 2nd Iteration
I made changes to two screens based on the results of the color blindness simulation.
Added a border around the selected pose.
Redesigned the Lot info windows.
Darkened the outline of unavailable Lots.
5. Final Mockups
UI Style Guide
All graphics and assets were recreated and/or designed by me in Figma except for the icons used in some of the buttons.
6. Outcome
Added more customization to the share screen.
Made the Lot information easier to understand.
Improved the overall UI while staying on brand.
Condensed the camera tutorial.
What I Learned
Improved my understanding of Figma.
The workflow of UI/UX designers in video games.
How to conduct usability tests.
The importance of feedback.


| TIMELINE | JUL 2025 - Present |
| TOOLS | RPG Maker MZ, Clip Studio Paint |
| SKILLS | Video Game UI/UX, 2D Art, Scripting, Pixel Art |
| PLATFORM | Desktop |
Breif details of the project. Yara's camping trip comes to a terrifying end when a supernatural doppelgänger steals her life. You play as the deceptive imposter attempting to navigate Yara’s life while concealing your true identity. An RPG in development.
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Limitations
The game is being developed in RPG Maker MZ. It is a game development program that relies on scripts instead of code. While accessible to beginning game developers, it brings about a few challenges such as:
Must use plugins to get additional game features
Very limited game options available
Cannot design outside the provided templates
Poorly optimized HTML and JavaScript
RPG Maker MZ's UX is inherently inaccessible
Goals
Game can be played with a controller, mouse, and/or keyboard
Keep the game size under 1 GB
Have the UI be part of the storytelling
Export it to mobile devices
Sketches
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Wireframes
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All assets were created in Clip Studio Paint.
Concept Art and Sketches
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Pixel Art
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Character Talk Sprites
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| TIMELINE | NOV 2022 - DEC 2022 (1 month) |
| TOOLS | Clip Studio Paint |
| SKILLS | Illustration |
| CLIENT | Bonkydev |
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Challenges
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Variations for Steam Page
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Please note, the images have been scaled down for better viewing. The aspect ratio remains the same.
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Feedback
5. Flat Colors
Feedback
6. Rendering
Feedback
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I did not make the logo for the game. However, I created the subtitle seen on the project thumbnail. It was created in Figma using vectors.
What I Learned
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A collection of my best character designs, illustrations, and some minor personal projects of mine.
1. Adoptables
An adoptable is a unique character design that is sold to users interested in owning a character.When designing adoptables, I make an effort to ensure they appeal to a broad audience while maintaining a unique charm to each one of them.
Pro Tip
Click on any of the photos to enlarge the image and view more information.
This character is a really popular streamer who plays FPS games. However, when she streams, her actual game is only 20% of the screen while her face takes up everything else.
Sometimes she'll start controversy on purpose with other creators just to get more viewers on her streams.
Whenever she gets into drama, she won't respond to it seriously and see it as another opportunity to promote her merch.
She does not care about anything except getting that bag!
This character spends all their time at home playing games, watching anime, job hunting, and crying about how they're not able to get a job. It's hard out here ya'll...
Has a massive collection of figurines, posters, and body pillows of their favorite anime characters.
They try their best! But their best isn't good enough :(
This maid was hired to do more than just clean up the establishment. Their job description also includes protecting their master from outside threats and hiding the "leftovers" from these conflicts, to put it lightly. They'll do all the dirty work to ensure their master can comfortably focus on their own work.
The person they work for is either a high-ranking criminal boss who has a lot of enemies, or just some poor unfortunate soul that everyone wants dead. Either one would work perfectly for their employer.
Despite their stoic appearance, they absolutely enjoy their work. This maid is a skilled fighter who can use anything as a weapon to defend themself. And you don't need to worry about the mess afterward, as they're an expert on cleaning!
When they aren't working, they enjoy skateboarding :)
This character is the scumbag type. He would star in a movie where some magical nonsense forces him to become a better person in the end or his wife and child will leave him. He's that guy.
He is extremely self-centered and takes the people in his life for granted. He probably picks up women despite having a girlfriend.
He eventually learns his lesson in the end (or get a bad ending if he fails).
The tattoos are only on the left side of her body because I want to imagine she did a bunch of practice designs on herself.
They didn't come out that good so she ended getting them all covered with waves and a fish skeleton.
A typical idol who sings pop music but has considerably less energy than those in her field.
She's an introvert who loves to sing and dance but struggles to do it for a long time. She's basically out of commission after each concert because it takes so much out of her to perform.
Due to her unique appearance she has to wear a disguise when going out in public.
A disgraced scientist who was kicked out of the scientific community due to their love for dangerous experiments (or maybe unethical experiments, you decide).
In the lab, they look unkempt and unprofessional with their Hawaiian shirt and house slippers. When they're attending conferences, they clean up very well because "presentation is everything!"
Her experiments are more akin to the ones you see on Johnny Test.
The test tubes on her belt aren't any dangerous chemicals, it's just soda.
A private investigator that who dreams of recreating her favorite mystery TV show in real life. They grew up watching P.I.s take down criminal organizations and crazy cults.
Sadly, that is not the type of work they do. Most of their investigative work involves spying on people who think their spouse is cheating. They get involved in a lot of frivolous relationship drama.
Maybe they'll get to be the badass they've always dreamed of being someday 🥲
2. Illustrations
A collection of my best illustrations created for friends and clients. All characters belong to their respective owners.
3. Star Visual Novel
A visual novel that is casually in development. It was a collaboration with my friend, Circlejourney, originally made for a game jam. Although we missed the deadline, we've decided to continue working on it without cutting corners. They are in charge of the writing, background art, and illustrations. I am in charge of the character sprites, UI, illustrations and coding.
Character Design
I designed the main character, Esther, a socially awkward Singaporean living in Australia. They work a dead end job barely making ends meet.
Initial character design exploration.
Final character design.
Character Sprite Art
Currently, a work in progress. All assets were created in Clip Studio Paint.
Sketches of the main two characters. Pyxis was designed by Circlejourney.
All the labels above the sprites are the codes used in the game.
4. Bulwarks
One of my longest running personal projects that I work on in the back burner. It is a story about independence, doomed love, and desperation. Currently, Bulwarks is set to be told as either a kinetic novel or illustrated webnovel.
Story Blurb
Mai, a once-revered sorcerer who protected the nation from abominations, loses their magical abilities in an accident, causing their magic to become erratic and unstable. Now disgraced, Mai is deported from the frontline to Corundum City. Before Mai is able to accept defeat, mysterious incidents begin to pop up around the city believed to be caused by hemomancers, illegal blood sorcerers. Tired of sitting on the sidelines, Mai sees this as a chance to finally redeem themselves and reclaim their former glory.
Reference Pages
I created these reference pages with the goal of giving them to other artists to draw.
Illustrations
Comics
Character Art
Sketches

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| TIMELINE | JUL 2023 (1 week) |
| TOOLS | Figma |
| SKILLS | UI Design |
| CLIENT | Jett Hayes |
| ROLE | Graphic Designer |
A landing page I designed for the marketing company, Skiff Digital Marketing, in July 2023 using Figma. It was one of the first web designs I made for someone else and it contributed immensely to my growth as a designer.
High Fidelity Wireframe
This landing page was one of the first web designs I made for someone else. I was given free rein to design it, however I liked. Because I was unsure of how my employer wanted it to look like, I went with a simple and professional layout that could easily be changed if needed. Clarity was prioritized over all everything else.
Draft
The initial design I created. Since I had no brand guide to work off of or a clear creative direction, I opted for a more generic design. The colors were selected from the original company website.
Final Design
After presenting my draft to my employer, he requested the design have a nautical theme
There was no mobile layout made because the agency shut down before I could finish the project.
What I Learned
Inquire more about the client's vision. Creating a mood board and brand guide would optimize the process.
How to use grid layouts for websites.
How to convert a desktop layout to mobile.
| TIMELINE | APRIL 2024 (1 week) |
| TOOLS | Figma |
| SKILLS | UX Design |
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The Problem
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Goals
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Design Changes
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Change 1. Added a proper upload images button
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Change 2. Added ability to edit properties from multiple images
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Change 3. Laid out all the information clearly
Final Design
Conclusion
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| TIMELINE | NOV 2023 - JAN 2025 |
| TOOLS | Figma |
| SKILLS | UI/UX Design |
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Challenges
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1. Skiff Digital Marketing Agency
| TIMELINE | JAN 2023 - JUL 2023 |
| TOOLS | Figma, Clip Studio Paint, Photoshop, Canva |
| ROLE | Designer |
| EMPLOYER | Jett Hayes |
| SKILLS | Graphic Design, Illustration, Web Design, Layout Design, Print |
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Claspp Phone Cases
Boilerplate
The Five Default Roles of Wordpress
2. Northeast Ohio Weddings Magazine
| TIMELINE | MAY 2022 - DEC 2022 |
| TOOLS | Indesign, Photoshop, Clip Studio Paint, Canva |
| ROLE | Graphic Design Intern |
| EMPLOYER | Barbara Stitzer |
| SKILLS | Graphic Design, Illustration, Layout Design, Print |
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3. WorldWise Tutoring
| TIMELINE | MAY 2022 - FEB 2023 |
| TOOLS | Photoshop, Clip Studio Paint, Canva, Content Studio |
| ROLE | Graphic Design Intern |
| EMPLOYER | Lindsey Wander |
| SKILLS | Graphic Design, Video Editing, Layout Design, Photography, Social Media Management, Illustration |
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Brand Guide
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Social Media Posts
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Flyer
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Let's Make Something Great Together!