The Sims 3, open world life simulation game

My Role

UX/UI Consultant, Prototyping

Product Type

Videogame

The Sims 3 raised the bar for the series with a bigger world, deeper systems, and smarter Sims. In earlier games, characters in a neighborhood only acted when directly controlled. Now, an entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently. With a seamless open world and powerful creation tools, The Sims 3 felt more alive and more personal than ever before.

Hired during the final phase of development to make onboarding fun, I prototyped and designed the Game Entry feature, a central hub that brought together player-made content, built-in content, and expansion content to make it easy to jump in, customize, and play. Building on that foundation, I audited the game’s messaging systems, including dialogs, tooltips, alerts, and notifications, and created visual templates for the presentation of dynamic data.

My contributions supported a record-breaking product launch with The Sims 3 selling 1.4 million copies in its first week and over 5 million overall.

If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs, you would have spent nearly $670 USD

product type

Videogame

Developer

Publisher

Platforms

Lifecycle

Initial Release 2009 Latest Release 2013

Credits

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

The Sims 3, open world life simulation game

My Role

UX/UI Consultant, Prototyping

Product Type

Videogame

The Sims 3 raised the bar for the series with a bigger world, deeper systems, and smarter Sims. In earlier games, characters in a neighborhood only acted when directly controlled. Now, an entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently. With a seamless open world and powerful creation tools, The Sims 3 felt more alive and more personal than ever before.

Hired during the final phase of development to make onboarding fun, I prototyped and designed the Game Entry feature, a central hub that brought together player-made content, built-in content, and expansion content to make it easy to jump in, customize, and play. Building on that foundation, I audited the game’s messaging systems, including dialogs, tooltips, alerts, and notifications, and created visual templates for the presentation of dynamic data.

My contributions supported a record-breaking product launch with The Sims 3 selling 1.4 million copies in its first week and over 5 million overall.

If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs, you would have spent nearly $670 USD

product type

Videogame

Developer

Publisher

Platforms

Lifecycle

Initial Release 2009 Latest Release 2013

Credits

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

The Sims 3, open world life simulation game

My Role

UX/UI Consultant, Prototyping

Product Type

Videogame

The Sims 3 raised the bar for the series with a bigger world, deeper systems, and smarter Sims. In earlier games, characters in a neighborhood only acted when directly controlled. Now, an entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently. With a seamless open world and powerful creation tools, The Sims 3 felt more alive and more personal than ever before.

Hired during the final phase of development to make onboarding fun, I prototyped and designed the Game Entry feature, a central hub that brought together player-made content, built-in content, and expansion content to make it easy to jump in, customize, and play. Building on that foundation, I audited the game’s messaging systems, including dialogs, tooltips, alerts, and notifications, and created visual templates for the presentation of dynamic data.

My contributions supported a record-breaking product launch with The Sims 3 selling 1.4 million copies in its first week and over 5 million overall.

If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs, you would have spent nearly $670 USD

product type

Videogame

Developer

Publisher

Platforms

Lifecycle

Initial Release 2009 Latest Release 2013

Credits

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

The Sims 3, open world life simulation game

My Role

UX/UI Consultant, Prototyping

Product Type

Videogame

The Sims 3 raised the bar for the series with a bigger world, deeper systems, and smarter Sims. In earlier games, characters in a neighborhood only acted when directly controlled. Now, an entire town evolved on its own as Sims aged, changed jobs, moved, and built relationships independently. With a seamless open world and powerful creation tools, The Sims 3 felt more alive and more personal than ever before.

Hired during the final phase of development to make onboarding fun, I prototyped and designed the Game Entry feature, a central hub that brought together player-made content, built-in content, and expansion content to make it easy to jump in, customize, and play. Building on that foundation, I audited the game’s messaging systems, including dialogs, tooltips, alerts, and notifications, and created visual templates for the presentation of dynamic data.

My contributions supported a record-breaking product launch with The Sims 3 selling 1.4 million copies in its first week and over 5 million overall.

If you purchased The Sims 3 base game, all 11 expansion packs, and all 9 stuff packs, you would have spent nearly $670 USD

product type

Videogame

Developer

Publisher

Platforms

Lifecycle

Initial Release 2009 Latest Release 2013

Credits

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

Developer

Publisher

Platforms

Lifecycle

Initial Release 2009 Latest Release 2013

Credits

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

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

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

Gary Boodhoo

A Product Designer ©2025 contact gboodhoo at gmail

Gary Boodhoo

A Product Designer ©2025 contact gboodhoo at gmail

Gary Boodhoo

A Product Designer ©2025 contact gboodhoo at gmail

Gary Boodhoo

A Product Designer ©2025 contact gboodhoo at gmail