Professional work
Nilo
Designing and prototyping AI-assisted creator tools, from 3D editor interactions and gameplay systems to playtesting and sharing.
Public artwork from nilo.io · creations by the Nilo community (opens in a new tab)
From January 2025 through October 2026, I worked as a Product Designer at Nilo, designing and prototyping tools that help people move from an idea into a 3D world they can build and play.
Strategy, funding, and team building
I helped Nilo build momentum through a16z speedrun in Q1 2025 and secure $4M in seed funding. Alongside product strategy and hiring for key roles, I worked hands-on every day with the team to turn ideas into working creator experiences.
Creator experience
Product and systems design across creation, onboarding, collaboration, sharing, and publishing. Turning complicated workflows into approachable interactions, supported by design specifications, diagrams, and product planning.
AI and editor tools
AI-assisted creation and agent UX, prompt workflows, and hands-on prototypes. 3D interaction work included selection, gizmos, snapping, radial menus, procedural primitives, and scene organization.
Gameplay and technical art
Character controls, cameras, physics, and game-loop prototypes. Materials, particles, terrain, procedural geometry, asset optimization, and GLB / FBX / Roblox export workflows connected creative intent with working tools.
Playtesting and iteration
Visual debugging, playtesting, and QA informed the next iteration. I used AI-assisted development alongside design tools to explore ideas and communicate how they should feel in use.
This describes the scope of my design and prototyping work; individual explorations were at different stages of development.
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.
