Welcome! Come on in! Have a look around!

A lifetime of
building
play.

A warm, sunlit workshop with games, creative tools, a 3D printer, and Ron’s robot guide.
OPENING THE STUDIO
Building a little world…

01 / Selected work

Creative direction.
Hands-on experience.

I help build the ideas, the team, and the creative foundations that give a company room to grow.

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, making, and close collaboration to a new creative team.

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 OfficerMar 2016 - Jul 2023

Helped grow VRChat from around 40 users to millions, launch on Steam, and secure 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

Design & Art Leadership1991 – 1998

Came up with The Lost Vikings and Warcraft’s Orcs & Humans concept. Led design and art across Warcraft I, Warcraft II, and StarCraft’s early development.

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.

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 P1S 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
June 2024 — July 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
Mar 2016 — Jul 2023VRChatChief Creative Officer

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 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
Jan 1991 — Jan 1998Blizzard EntertainmentLead 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 Head 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 also helped shape Diablo including shifting it from a turn based game to a real time game. 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. Explore the collection, including more of my professional work.

A few favorites to get you started

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

BEMUFO

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

C++ / JUCE
Physical builds

Steam Deck cyberdecks

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

Bambu P1S / 3D printing
Physical buildsPhysical build

The retro Mac build

A little retro computing, a Raspberry Pi, and a printed enclosure with a lot of personality.

Bambu P1S / 3D printing
Tools & appsLive

AICookd

A place to discover what people are making with AI, and the ideas behind their creations.

Product design / Discovery UX

Finished things, works in progress, and happy experiments.

06 / A little about me

Still following
the spark.

Scotland → England → California
An imagination that never really clocked out.

I’ve been making things for people to play with since I was a kid. The tools keep changing. The reason hasn’t.

I grew up around electronics, early arcade games, and a father who loved to tinker. That curiosity took me from pixel art and animation to game design, creative direction, social VR, and AI.

Along the way, I’ve been lucky to work with extraordinary teams. At Blizzard, I helped create worlds I still love. As VRChat’s Chief Creative Officer, I helped build a place where other people could create worlds of their own.

Between Float and VRChat, my work with Fun Bits ranged from early Oculus Touch gameplay in HALP! to design and audio for Apophis 2029, spatial sound for Lost, and work with Camouflaj on République. Explore that chapter ↗

These days, that same curiosity runs through AI-assisted coding, Blender tools, synthesizers, and 3D-printed builds. What connects it all? Finding the fun, solving interesting problems, and making something that brings people a little closer together.

The longer story

I've been in the game industry since 1988. One of my key roles was joining VRChat in early 2016 as their Chief Creative Officer. I helped build the team and launched it on Steam a year later, on February 1st, 2017. I spent 7.5 incredible years with VRChat before taking a well-deserved career break in July 2023 to ponder my next adventure. For more about me and my projects read on...

Spawnpoint: First off, I was born in Scotland and lived there until I was 8 at which point we moved to the South East of England to a small town called Bexhill in East Sussex. When I was 12 we immigrated to California in the USA. There were a few years of back and forth to the UK until around 15 when our family became permanent residents of the United States. All this is to say that, (a) Even though I sound American I have access to multiple accents and (b) That upbringing meant I was able to see the start of arcades and home computer gaming from the UK and the USA at a time when it was just getting going. I of course tried my best to learn any coding, art and other skills to make my own. Which was a struggle back in those days.

BBS > Game Industry: It also placed me in the heart of Orange County, California which was a hotbed of gaming company goodness that I managed to become a part of at 18 years old. Mostly due to being part of a dial-up (with your phone line and a modem) multiline BBS that many of the people around my age were part of back then. Some people on the BBS were employed at Virgin Games in Irvine, CA as an Artist and Producer. It was from them that I was able to get a job as an Artist and Animator working on Gameboy titles. And then eventually Silicon & Synapse which became Blizzard Entertainment. Yeah, that Blizzard. :)

Music & Sound Design I've also always been into music creation and sound design. I was big into synthesizers and early days making music with computers. Sequencers, Amiga Trackers, Visuals to go along with it all. Or taking tape recorders to record foley and then playing with the audio in a tascam portastudio to make soundscapes. That has all persisted until the present. I also played in some (not very good) bands and found ways to buy or access music gear that was cutting edge for the time. You'll see in my work experience I've been part of music and sound (and even voice acting) for a variety of projects. It's something I've always enjoyed but I enjoy the larger Product Direction more.

The Spark: Ever since I can remember, I've had a wild imagination and a love for creating things. I credit my father who was an electronic engineer and programmer. He enjoyed fixing the earliest arcade games, so we had 'em in the house back in the day. He also was a fun guy with a good imagination. I also thank my mother for taking me to see Star Wars. I left that day with lego cars and airplanes on the floor and came back to building robots, spaceships and a lightsaber. I was forever changed. Also, try being stuck in boring British towns as a kid - especially when the weather is grey all the time and you're on a tight budget for any hobbies you might enjoy. You quickly find inventive things to do in order to occupy yourself inside. And things like the inventing your own games, drawing comic books and tinkering with the computer were all good escapes.

The Why: As a creative builder and product director, I've been lucky enough to contribute to some well-known games, apps, and platforms. When I was a kid I enjoyed watching my friends play my creations. That small start got me hooked on wanting to build more fun stuff for my friends to play. I knew then that's what I wanted to do as a career. Since then I've been fortunate enough to work on some major things like WarCraft and VRChat where I know it's had a positive impact on people's lives. That's really been at the heart of why I do what I do. I love entertaining people and giving them ways to connect more. In summary, my true passion is crafting fun, immersive experiences that bring people together.

How: It's one thing to have an idea, and as you know, another thing to execute on it. To bring it into being. From experience I think I've learned some solid methods to achieve that. Working with other like minded adventurers is a large part of that journey. I absolutely love collaborating with others to develop meaningful and successful products. Especially when it feels like you're all vibing on the same wavelength. Some of my fondest memories are of tinkering on fun prototypes with amazing people—you might even recognize some of them! Over the years, I've spent decades honing my skills across a variety of innovative teams. I thrive on solving problems and discovering the fun in every project, especially when working closely with the community of players or users. I think I've been fortunate to also always enjoy learning and changing. I believe that's a key part of the process. It doesn't hurt that game industry (and related) keeps giving us new a fun ways to both build and enjoy things. Better computers, mobile devices, Virtual Reality, Mixed Realty, Faster more connected networks, new tools, new tech... Artificial Intelligence! I've always enjoyed exploring the latest and greatest tech to see how to make it fun.

As a small example, this website came to life after I spent a few days diving into React, Node.js, and playing around with AI using Cursor https://www.cursor.com/.

Product Design: I have had the pleasure of working with a diverse range of teams—from solo projects and small groups to teams comprising hundreds of people. I've helped startups I'm involved with secure funding and have worked diligently to steer them toward success. Wearing multiple hats has given me a wealth of experience in team building, production, design, marketing, data science, creator communities, and company strategy.

My work with VRChat particularly expanded my experience in building a large-scale, live social platform featuring user-generated content. More importantly, it taught me how to shift my perspective from viewing something as just a game, an app, or a project to understanding it from a product point of view.

While I'm capable of diving in and building things hands-on, I now possess extensive experience in analyzing and directing a company's product—whatever it may be—and guiding it to success.

What's Next? I'll be exploring some projects of my own and seeking a Product Design / Game Design / Creative role(s). If you're interested in contacting me you can do so on LinkedIn or X using the links on this page.

Thanks for reading. Hope you have a great day!

07 / Always learning

A well-used toolbox.

Whatever helps get the idea out of my head and into someone’s hands.

How I use these tools

Autodidact & Game Industry Since High School

I grew up around electronics, computers and the very first arcade games thanks to my Father who was an electronics engineer, a programmer, a mechanical engineer and a lover of computer games. I have since then spent my career and life continuing to learn about all aspects the game industry. I also learned to play the guitar, bass, drums, piano and other instruments. This led me to a lifelong passion for music creation and sound design using hardware and software synthesizers and other music technology. I've also always loved connecting online to communities from being part of a 24 line dial up BBS back in the day to modern times where I'm active on X (Twitter), Discord and other communities. In summary I love being creative with technology and collaborating with others

Codex

AI-assisted coding, prototyping, and iteration across my software projects.

Discord

I know the CEO Jason Citron. We worked at Stormfront Studios together back in 2006. Discord was hugely helpful for VRChat to build a community and keep in touch with people. I find it to be such a poweful took for any products with communities and users which is most of them. I also use it for my own personal use to chat with friends. Lastly I use it in combination with other tools like Midjourney to help with design work.

Unity Engine

I've been using Unity since the very first versions on the old Macs. Along the way I've learned from working with it on teams and from learning online. Also building things on my own.

Unreal Engine

Similar story to Unity, I've been using Unreal since the first editors with the game in the way back in 1998. Learning by using with teams, online and on my own.

Cursor

I've used Visual Studio, Jetbrains, Xcode and others to code. I've really fallen in love with Cursor. It's a game changer for sure. I've been using it for C# scripting in Unity, C++ in Unreal, Full Stack Web app development (including for this site and it's backend), Prototyping projects in Mixed Reality and Virtual Reality on the Meta Quest Pro, 3 and soon to be 3s, and more.

Claude Code

Using Claude Code for deep codebase reasoning, structured planning, and reliable edits in larger TypeScript/React and C#/C++ projects.

Google Gemini

Experimenting with Gemini for multimodal ideation, prototype validation, and CLI integrations for agent workflows.

Linux

Daily driver OS for development and experimentation across containers, graphics, audio, and VR.

Figma

Primary design tool for wireframes, UI kits, interactive prototypes, and design systems.

Blender

Modeling, animation, lighting, and rendering for game and XR prototypes.

LMStudio

Running local LLMs for offline prototyping, rapid RAG iteration, and testing agents.

ElevenLabs

High‑quality TTS for voice prototypes, narration, and interactive experiences.

Ableton Live

I'm a very long time user of audio tools and DAW's but especially Ableton Live. I've used it privately and professionally to make music and sound design for VR and games.

GitHub

Been a user of most source control systems on teams like Perforce, Gitlab, GitHub, Bitbucket, etc. But these days GitHub is the primary remote repository for me. I don't currently have any public projects listed but I do have some private ones.

Canny, Community Feedback & Ask VRChat

Really like finding good ways for users to give feedback to products. And then ways for the dev team to understand the feedback, act on it and communicate with the users. This is a great tool for that. Check out how VRChat uses it to this day. Huge props to the VRChat Team for continuing to use it and improve it.

Linear

Project planning and issue tracking.

Notion

Project documentation, notes, and organizing information.

Obsidian

Connected notes and a personal knowledge base for ideas and research.

Grok Bot

Exploring AI agents that work across tools and apps.

Jev

Exploring TypeSafe AI’s structured decision model for software and agent workflows.

Dots

Exploring OpenAI’s persistent agents for research and ongoing project work.

Adobe Suite

Creative tools for visual design and media production.

Ron’s off-road vehicle out on an adventure

Away from the screen

Still exploring.

You’ll find me off-roading, making noise with synthesizers, mountain biking, taking photos, or fixing something that probably didn’t need taking apart.

Different playground. Same curiosity.

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