UI design
Designed and shipped a reusable UI component system in Figma and Unity that cut development time by 60% and became the standard other teams built on.
I built it using ShapesXR, Figma and Unity's nested prefab workflow, streamlining the handoff between design and development — turning what had been a manual, one-off process into something repeatable across projects.
Its elevated design consistency across all apps and proved itself on projects like Yale's Cardiac Exam VR, where users needed to intuitively navigate four distinct menu types, each with its own structural and functional requirements.
UI design
Designed and shipped a reusable UI component system in Figma and Unity that cut development time by 60% and became the standard other teams built on.
I built it using ShapesXR, Figma and Unity's nested prefab workflow, streamlining the handoff between design and development — turning what had been a manual, one-off process into something repeatable across projects.
Its elevated design consistency across all apps and proved itself on projects like Yale's Cardiac Exam VR, where users needed to intuitively navigate four distinct menu types, each with its own structural and functional requirements.
UI design
Designed and shipped a reusable UI component system in Figma and Unity that cut development time by 60% and became the standard other teams built on.
I built it using ShapesXR, Figma and Unity's nested prefab workflow, streamlining the handoff between design and development — turning what had been a manual, one-off process into something repeatable across projects.
Its elevated design consistency across all apps and proved itself on projects like Yale's Cardiac Exam VR, where users needed to intuitively navigate four distinct menu types, each with its own structural and functional requirements.










