Creative and product leadership, with hands-on AI building. Former Chief Creative Officer at VRChat and Chief Designer at Blizzard. Leading Product Design and AI prototyping at Nilo.
I helped build Blizzard and VRChat from their early days into names known around the world. At Nilo, I brought that same mix of imagination, hands-on making, and collaboration to a new AI-first creative team building toward its Series A.
Great ideas. Strong teams. Someone who helps build both.
Helped Nilo through a16z speedrun and a $4M seed round, shaping product strategy, hiring for key roles, and designing and prototyping AI creator tools.
Bringing the experience of building creative teams and products to a new generation of creator tools.
Helped grow VRChat from around 40 users to millions, launch on Steam, and secure over $100M in Series A–D funding, while building the team, community, and creator ecosystem.
Building the team and creative foundations that helped VRChat become a name known around the world.
Came up with The Lost Vikings and Warcraft’s Orcs & Humans concept. Led design and art across Warcraft I, Warcraft II, and early StarCraft. Helped shape Diablo’s shift to real-time gameplay, improve its UX, and introduce mechanics including item durability.
A key part of growing a small creative studio into a household name in games.
Helped Nilo build momentum through a16z speedrun in Q1 2025 and secure $4M in seed funding. Shaped product strategy and helped hire for key roles while working hands-on every day to design and prototype an AI-assisted 3D creation platform. My work spanned creator workflows, product and systems design, 3D editor interactions, AI creation and agent UX, gameplay tools, asset pipelines, playtesting, visual debugging, and collaboration. I helped bring agentic game creation to the browser, and I’m excited to see Nilo pursue a Series A in 2027 and discover what the team builds next.
Jun 2024 — Jul 2024BigscreenProduct Designer / Consultant
Worked with the team on the Software Side to review and map their product from funnel to launch. Created a comprehensive roadmap and detailed user journey map for the product. Helped design, code and prototype ideas to potentially add to the software platform for users. May do some more advisory work in the future.
Jul 2023 — Jun 2024Career BreakTravel / Side Projects
Time for travel, independent projects, and exploring new tools and ideas. Continued learning through hands-on experiments in AI, games, apps, music technology, and physical making.
After many years in development with few breaks, I was fortunate to take about a year to explore the world and pursue my own projects. I could see the possibilities emerging around AI and wanted time to dive deeper, experiment, and build as the technology matured.
Mar 2016 — Jul 2023VRChatChief Creative Officer (Head of Design & Product)
Helped grow VRChat from an early community of around 40 users to millions, and from a small founding team into a globally recognized social platform. Helped launch VRChat on Steam in February 2017 and secure over $100M in Series A–D funding. Played a foundational role in its community and creator ecosystem, shaping creative direction, creator tools, hiring, company strategy, and business development. Helped expand beyond PC and PC VR to Quest and lay the groundwork for mobile.
May 2012 — Mar 2016Fun Bits InteractiveGame Development Consultant / VR / Audio
Combined game design, scripting, dialogue, voice direction, spatial sound, and music on HALP!, an Oculus-funded Touch demo for Oculus Connect 2. Built and maintained the team’s daily task tracker. On Apophis 2029, worked on player flow, progression planning, and mobile audio review. This period also included spatial audio for Oculus Story Studio’s Lost and collaboration with Camouflaj on République.
May 2010 — May 2012Float HybridProduct Designer / Consultant
Collaborated with John Gaeta, Peter Oberdorfer, and a multidisciplinary team on research, design, and development for Kinect, AR, and VR projects. Worked alongside specialists in visual effects and game development to create prototypes and interactive experiences that gave people new ways to engage with brands.
May 2004 — Apr 2006Lionhead StudiosLead Designer / Consultant
Lead Designer on Black & White 2 and its expansion, Battle of the Gods, and a consultant on Fable. Co-designed a god game in which player choices shaped creatures, communities, and the world itself. The game’s hand-based interaction informed my later work in VR and spatial interfaces.
Jan 1991 — Jan 1998Blizzard EntertainmentChief Designer
I started in 1991 as an Artist and Animator back when the company was called Silicon & Synapse. Back when it was just Allen Adham, Mike Morhaime, Frank Pearce, Patt Wyatt and Joey Ray Hall. Mostly worked on helping port game assets from early game systems to other platforms. Later on I continued to work on art and animation but also started working on the design of the games. I came up with the original idea for The Lost Vikings and worked on other titles such as Rock n Roll Racing and Blackthorne where I was the lead designer. As the years progressed I became the Chief Designer for Blizzard and all game design for the company. I ended up working with the team on WarCraft 1, WarCraft 2 plus it's expansion packs. I helped shape Diablo’s shift from turn-based to real-time gameplay, improve its UX, and introduce mechanics including item durability. Before leaving Blizzard I was the Lead Designer of StarCraft. I designed all of the original mechanics, the isometric layout, each of the races and how they all had original styles of play. Something I had wanted to originally do in Warcraft 2. I learned a great deal from my experience at Blizzard and consider them my formative years in the game industry.
Step into Deckard’s apartment and work the Esper photo-analysis machine. Enhance, track, and uncover clues in a cinematic 3D investigation with voice commands and atmospheric sound.
I set up and manage my own Stripe account to take payments for products I’ve created, including WestCoastSynth. It’s part of taking an idea beyond the prototype and into people’s hands.
I’ve used Vercel to deploy versions of my own creations and worked with it extensively at Nilo, making it easier to share working ideas and iterate with the team.
I started exploring MCP early, including connecting AI tools with Blender. I use it to bring agents into creative workflows where they can work with the tools and context of a project.
Backend
I’ve set up and run servers, APIs, and backend tools across projects and prototypes, building the connections and services that make an interactive idea work beyond the screen.
06 / Always learning
A well-used toolbox.
Whatever helps get the idea out of my head and into someone’s hands.
You’ll find me off-roading, making noise with synthesizers, 3D printing and circuit board building, mountain biking, restoring classic computers, and building with LEGO.
Have something in mind?
Let’s make something matter.
Creative direction, game design, product design, or a hands-on prototype. Start a conversation and let’s see where it goes.