Work
Shipped design work.
Case studies spanning problem definition, user flows, interface behaviour, written specifications, cross-functional delivery, and what shipped.
Selected work
Interaction and product design.

Event Completion Window
A completion interface designed for a smaller seasonal event that became Seafight's standard event pattern.
Players were reading an FAQ on the Seafight forum to work out what an event required. I designed a single in-game window showing tracked activities, progress and the one-time completion reward. It shipped in a smaller seasonal event, needed no changes after launch, and became the standard pattern across Seafight events.

NavEire
Side project about trust states and return loops in a real-time commuter app.
A live Irish public-transport app I designed in Figma and built with AI assistance, shaped around quick repeat journey checks and honest states when live data goes stale.

Atlantis Relaunch
Redesigning the entry experience of an underperforming live expansion.
Atlantis launched to weak adoption. I used live data and player feedback to find where players dropped out, then redesigned onboarding, early progression and reward visibility for the relaunch.

Seafight Live Events
Designing and releasing 6–7 live events a year for an audience that already knows the game.
I design and release roughly 6–7 live events a year: the loop, progression, rewards, encounters and player-facing interface, documented as flows, mockups and specifications, then tuned from live data and feedback.
Additional work
Event refreshes, prototypes and earlier game projects.

Recurring Event Refreshes
Novelty design inside familiar content for veteran players.
Refreshed established events within live-production and economy constraints, adding new mechanics, reward structures, secret quests and special encounters for veteran players.

TapGlyph
Side project exploring physical-to-digital interaction with NFC.
A solution-led side project: an NFC touchpoint that opens straight in a phone browser, tested against conversations with museum curators and visitors.

Guth Eile
Unity-based educational game teaching Irish Sign Language
A Unity learning game using game loops, progression and visual feedback to make Irish Sign Language vocabulary more accessible. Placed 9th globally in the Unity Connect Student Challenge and was presented at IGBL.

Beat Viper
Rhythm-survival mobile game blending snake mechanics with music
A mobile rhythm-survival game prototype exploring readable input, escalating challenge and arcade-style feedback loops.