Welcome! Come on in! Have a look around!

A lifetime of
building
play.

Ron Millar · Creative Technologist & Designer

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.

OPENING THE STUDIO
Building a little world…

01 / Selected work

Creative direction.
Hands-on experience.

The thread through my career

From small teams
to household names.

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.

Video & story

AI & creator tools

Nilo

Product DesignerJan 2025 – Oct 2026

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.

Explore my contribution
Video & story

Creative leadership & social VR

VRChat

Chief Creative Officer (Head of Design & Product)Mar 2016 - Jul 2023

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.

Explore my contribution

Game ideas, art & creative leadership

Blizzard

Chief Designer1991 – 1998

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.

Explore my contribution

Looking for creative direction, game design, or product design experience?

View my résumé Let’s talk

02 / What I bring

A creative lead who still builds.

I love learning, experimenting with new technology, and finding new ways to bring ideas to life.

01 /

Design the experience.

Game systems, interaction design, and prototypes that turn a promising idea into something you can feel.

Game design / UX / Prototyping
02 /

Shape the direction.

Creative and product direction across games, social platforms, virtual reality, and emerging technology.

Product direction / VR & AR / AI
03 /

Build the team.

Creative teams, creator communities, and the systems that help a product grow alongside its players.

Team building / Communities / Strategy

The extra range I bring to a team.

Ideas you can play.

I use AI-assisted development to make working prototypes, explore interaction, and give a team something concrete to discuss and test.

An ear for interaction.

Sound design and instrument building bring another dimension to how an experience feels—from spatial audio to the feedback of a synthesizer.

A maker’s perspective.

Blender tools, Bambu P2S printing, and hardware builds keep me close to the practical work of making, assembling, and improving an idea.

Explore the full skill set
  • Executive Level Management & Strategy
  • Product Design & Direction
  • User Generated Content
  • Creator Communities
  • Growth, Retention & Monetization
  • Data Science / Analysis / Metrics
  • Game Development
  • Game Design / System Design
  • User Interface Design
  • User Experience Design
  • Environment Design
  • Avatar Design
  • Project Management
  • Team Building
  • Quality Assurance
  • Live Feature Development
  • Marketing
  • Social Media
  • Influencers and Streamers
  • Diagramming
  • Ideation to Execution
  • Prototyping
  • 3D Modeling
  • Sound Design
  • Music Composition
  • Music Technology
  • Coding
  • Tool Creation
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Spatial Computing
  • C#
  • C++
  • React
  • Node.js
  • Python
  • AI-assisted Development · Codex, Cursor & Claude Code
  • AI Creation & Agent UX
  • 3D Editor Interaction Design
  • Procedural Geometry & Technical Art
  • GLB / FBX / Roblox Asset Pipelines
  • Visual Debugging & Playtesting
  • Blender Python Add-ons
  • TypeScript / Three.js / WebRTC
  • Audio Software & JUCE
  • 3D Printing
  • Stripe Integration
  • macOS & iOS App Development
  • Classic Mac Restoration
  • Modular Synthesizers
  • Physical Computing & Hardware Assembly

03 / Experience

The roles behind the work.

Full experience on LinkedIn
Jan 2025 — Oct 2026NiloProduct Designer

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.

Visit Nilo
Jul 2024 — Dec 2024ronmillar.comProduct Design / Consulting

Consulting period after the career break, including the Bigscreen product design consult and contract work with Epic Games.

Visit ronmillar.com
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.

Visit Bigscreen
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.

Explore the projects
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.

Visit VRChat
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.

Explore the projects
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.

Visit Float Hybrid
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.

Explore the projects
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.

Visit Blizzard Entertainment

04 / Music & sound

Worlds you can hear.

Original music, character Foley, spatial sound, and instruments that invite you to experiment. Another way I bring an experience to life.

Explore music & sound

From a character’s first breath
to a synthesizer’s next possibility.

05 / The creative workbench

On the workbench.
And out in the world.

Playable experiments, useful tools, audio software, and physical builds. Finished things, works in progress, and happy experiments.

23 creations

GamesInteractive experience

Esper

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.

Three.js / Interaction design
Tools & appsLive tool

ProcLvL

Generate a level and watch it come to life. Let eight AI agents play through it for you, then export it to your game.

Procedural generation / Three.js
GamesPlayable prototype

PlunderPit

Get greedy. Get loud. Get out. A multiplayer treasure hunt with proximity voice and plenty of trouble.

Multiplayer game design / Three.js
Music & soundAvailable

WestCoastSynth

A modular synthesizer for curious ears. Patch together a sound and see where it takes you.

Claude / Codex
Physical builds

Steam Deck cyberdecks

Portable play, made personal. Printed and assembled enclosures for my Steam Deck builds.

Bambu P2S / 3D printing
Physical buildsPhysical build

BlueBerryMac

A Raspberry Pi-powered retro Mac, bringing together 3D printing, hands-on assembly, and software work with Claude Code.

Bambu P2S / 3D printing
Music & soundStudio practice

Modular synths

Patch cables, oscillators, and happy discoveries. My hardware modular systems and synth studio.

Modular synthesis / Sound design
Tools & appsLive tool

Boother

A booth-design idea turned into a tool for exploring space, structure, and cost.

Parametric design / Blender
GamesPlayable prototype

Pararogue

Steal. Survive. Escape. A body-stealing roguelike aboard a dangerous ship.

Game loops / 3D prototyping
GamesPlayable prototype

Vultima

A retro science-fantasy CRPG, built around exploration and old-school curiosity.

CRPG design / Retro games
GamesPlayable prototype

Derelict

Explore a dangerous space hulk in a science-fiction roguelike experiment.

Roguelike systems / Science-fiction worlds
GamesPlayable prototype

Portugun

Another playable branch of my multiplayer game experiments.

Multiplayer prototypes / Game design
GamesPlayable prototype

Driftglass

The Brinefall Signal: a science-fantasy expedition with reactive choices and an atmospheric soundscape.

Exploration design / Reactive narrative
Music & soundPrototype

Bento Visualizer

An experiment in translating music and MIDI into moving light and color.

Audio visualization / MIDI
Music & soundLive experiment

Headlands

Coastal Night · Phosphor Drift. A small audiovisual world to spend a moment inside.

Audiovisual design / Browser graphics
Tools & appsVoice experiment

WarGames

Call a number and talk with Joshua from WarGames. A film-inspired experiment in conversational interaction.

Voice interaction / Conversation design

Behind the builds

Taking an idea live.

Payments, hosting, domains, and the connections that turn a working prototype into something people can use.

Stripe (opens in a new tab)

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.

Vercel (opens in a new tab)

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.

GoDaddy (opens in a new tab)

I set up and manage domains through GoDaddy, including ronmillar.com, giving projects a home people can find and return to.

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.

Ron’s off-road vehicle out on an adventure

Away from the screen

Different Playgrounds. Same curiosity.

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.

Say hello