
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
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
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
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