The Sims 3, open world life simulation game

My Role

UX/UI Consultant

Product Type

Videogame

The Sims 3 is a life simulation game where you create and control virtual people who live, love, and shape their own stories in a dynamic open world. This game raised the bar for the series with a bigger world and smarter Sims. An entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently.

I transformed fragmented developer tools into a unified interface strategy for asset staging and management. Importing households, merging lots, or editing content had once required deep knowledge of the game engine. I bridged the gap between raw power and player clarity, turning complex systems into creative tools anyone could use.

From Game to Ecosystem · If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs at launch, you would have spent $670 USD

Developer

Publisher

Platforms

Lifecycle

2009–2013

Key Skills & Tools

In-house Authoring Tools, Adobe Flash, Photoshop, Illustrator, Prototyping, UX Auditing

My Team

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

The Sims 3, open world life simulation game

My Role

UX/UI Consultant

Product Type

Videogame

The Sims 3 is a life simulation game where you create and control virtual people who live, love, and shape their own stories in a dynamic open world. This game raised the bar for the series with a bigger world and smarter Sims. An entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently.

I transformed fragmented developer tools into a unified interface strategy for asset staging and management. Importing households, merging lots, or editing content had once required deep knowledge of the game engine. I bridged the gap between raw power and player clarity, turning complex systems into creative tools anyone could use.

From Game to Ecosystem · If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs at launch, you would have spent $670 USD

Developer

Publisher

Platforms

Lifecycle

2009–2013

Key Skills & Tools

In-house Authoring Tools, Adobe Flash, Photoshop, Illustrator, Prototyping, UX Auditing

My Team

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

The Sims 3, open world life simulation game

My Role

UX/UI Consultant

Product Type

Videogame

The Sims 3 is a life simulation game where you create and control virtual people who live, love, and shape their own stories in a dynamic open world. This game raised the bar for the series with a bigger world and smarter Sims. An entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently.

I transformed fragmented developer tools into a unified interface strategy for asset staging and management. Importing households, merging lots, or editing content had once required deep knowledge of the game engine. I bridged the gap between raw power and player clarity, turning complex systems into creative tools anyone could use.

From Game to Ecosystem · If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs at launch, you would have spent $670 USD

Developer

Publisher

Platforms

Lifecycle

2009–2013

Key Skills & Tools

In-house Authoring Tools, Adobe Flash, Photoshop, Illustrator, Prototyping, UX Auditing

My Team

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

The Sims 3, open world life simulation game

My Role

UX/UI Consultant

Product Type

Videogame

The Sims 3 is a life simulation game where you create and control virtual people who live, love, and shape their own stories in a dynamic open world. This game raised the bar for the series with a bigger world and smarter Sims. An entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently.

I transformed fragmented developer tools into a unified interface strategy for asset staging and management. Importing households, merging lots, or editing content had once required deep knowledge of the game engine. I bridged the gap between raw power and player clarity, turning complex systems into creative tools anyone could use.

From Game to Ecosystem · If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs at launch, you would have spent $670 USD

Developer

Publisher

Platforms

Lifecycle

2009–2013

Key Skills & Tools

In-house Authoring Tools, Adobe Flash, Photoshop, Illustrator, Prototyping, UX Auditing

My Team

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

How Content Moves Through the Game

A Modular System for Managing Play

The Game Entry feature let players import and export content using local libraries, online repositories, and in-game editors. They could explore their collections, customize scenarios, or jump straight into the game. I translated complex developer-oriented workflows into a friendly tool, helping the game grow alongside its players.

Game Entry: User Data Pathways, Data Visualization · UX Design Gary Boodhoo

Three Conditions For Entering the Game, Data Visualization · UX Design Gary Boodhoo

Game Entry Parts, Wireframe · UX Design Gary Boodhoo

Game Entry, Gameplay Video · UX Design Gary Boodhoo Interface Design & Art Sims Team

Key Functions

Shape the Neighborhood, Shape the Story

The Neighborhood Management feature let players edit their town and its residents. While much of the functionality already existed under the hood, it lacked a unified front end. I modeled system relationships to determine where players should see and access key functions, then created maps and flow diagrams as part of a production guide that aligned the interface team around this approach.

Neighborhood Management Parts, Wireframe · UX Design Gary Boodhoo

Neighborhood Management Functions, Wireframe · UX Design Gary Boodhoo

oNE VOICE

Speak Clearly

I audited tooltips, alerts, and dialogs across the game, then designed templates to unify tone, structure, and visual style. This made in-game messages easier to read, easier to localize, and faster to implement as the game expanded.

Tooltip Design Standards, Wireframe · UX Design Gary Boodhoo

Outcome

My contributions supported a record-breaking product launch, with The Sims 3 selling 1.4 million copies in its first week and over 30 million worldwide over its lifecycle

Developer

Publisher

Platforms

Lifecycle

2009–2013

Key Skills & Tools

In-house Authoring Tools, Adobe Flash, Photoshop, Illustrator, Prototyping, UX Auditing

My Team

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

Development Director Simon Steel Art Director Adam Murgia Game Design Christine Brownell, Ray Mazza UX/UI Design Rodrigo Aguilar, Siddhartha Deb, Sammi Kim UI Engineering Nathan Baker, David Bromberg, Ernesto DiSabato, Troy Heere, Mark Santander, Wes Yue Production Josh Hendren

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume

Gary Boodhoo

Creative Direction • Product Design | Contact gboodhoo at gmail | Site Design Gary Boodhoo ©2025 | Made in San Francisco

Let's Connect

Here's My Resume