The Elder Scrolls Online, an award winning MMORPG

My Role

UX Design Lead

Product Type

Videogame

The Elder Scrolls Online is an award-winning massively multiplayer role-playing game with over 13 million players. After launching on PC, the game reached a broader audience through its release on game consoles like PlayStation and Xbox, for which I led UX/UI, optimizing it for playing from the couch.

Affectionately dubbed an MMORPG for introverts, The Elder Scrolls Online was the first multiplayer title in a lineage that had been strictly single-player for two decades.

Product History

Developer

Publisher

Platforms

Lifecycle

2014–present day

Key Skills & Tools

Adobe Fireworks, Photoshop, Illustrator, JIRA, Confluence, Powerpoint, Lua Scripting, Presentation Design, Sprint Planning & Review

My Workgroup

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

The Elder Scrolls Online, an award winning MMORPG

My Role

UX Design Lead

Product Type

Videogame

The Elder Scrolls Online is an award-winning massively multiplayer role-playing game with over 13 million players. After launching on PC, the game reached a broader audience through its release on game consoles like PlayStation and Xbox, for which I led UX/UI, optimizing it for playing from the couch.

Affectionately dubbed an MMORPG for introverts, The Elder Scrolls Online was the first multiplayer title in a lineage that had been strictly single-player for two decades.

Product History

Developer

Publisher

Platforms

Lifecycle

2014–present day

Key Skills & Tools

Adobe Fireworks, Photoshop, Illustrator, JIRA, Confluence, Powerpoint, Lua Scripting, Presentation Design, Sprint Planning & Review

My Workgroup

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

The Elder Scrolls Online, an award winning MMORPG

My Role

UX Design Lead

Product Type

Videogame

The Elder Scrolls Online is an award-winning massively multiplayer role-playing game with over 13 million players. After launching on PC, the game reached a broader audience through its release on game consoles like PlayStation and Xbox, for which I led UX/UI, optimizing it for playing from the couch.

Affectionately dubbed an MMORPG for introverts, The Elder Scrolls Online was the first multiplayer title in a lineage that had been strictly single-player for two decades.

Product History

Developer

Publisher

Platforms

Lifecycle

2014–present day

Key Skills & Tools

Adobe Fireworks, Photoshop, Illustrator, JIRA, Confluence, Powerpoint, Lua Scripting, Presentation Design, Sprint Planning & Review

My Workgroup

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

The Elder Scrolls Online, an award winning MMORPG

My Role

UX Design Lead

Product Type

Videogame

The Elder Scrolls Online is an award-winning massively multiplayer role-playing game with over 13 million players. After launching on PC, the game reached a broader audience through its release on game consoles like PlayStation and Xbox, for which I led UX/UI, optimizing it for playing from the couch.

Affectionately dubbed an MMORPG for introverts, The Elder Scrolls Online was the first multiplayer title in a lineage that had been strictly single-player for two decades.

Product History

Developer

Publisher

Platforms

Lifecycle

2014–present day

Key Skills & Tools

Adobe Fireworks, Photoshop, Illustrator, JIRA, Confluence, Powerpoint, Lua Scripting, Presentation Design, Sprint Planning & Review

My Workgroup

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

Kickoff

My stake In the ground

Kickoff

My stake In the ground

Kickoff

My stake In the ground

Kickoff

My stake In the ground

I needed the studio to back a big change: redesign the PC UI for controller-first play on consoles. The PC interface wouldn’t work on PlayStation or Xbox, but I had a new approach. It meant redesigning the UI end to end. I audited the existing interface and mapped hundreds of features into a single matrix to make the scope clear.

I needed the studio to back a big change: redesign the PC UI for controller-first play on consoles. The PC interface wouldn’t work on PlayStation or Xbox, but I had a new approach. It meant redesigning the UI end to end. I audited the existing interface and mapped hundreds of features into a single matrix to make the scope clear.

I needed the studio to back a big change: redesign the PC UI for controller-first play on consoles. The PC interface wouldn’t work on PlayStation or Xbox, but I had a new approach. It meant redesigning the UI end to end. I audited the existing interface and mapped hundreds of features into a single matrix to make the scope clear.

I needed the studio to back a big change: redesign the PC UI for controller-first play on consoles. The PC interface wouldn’t work on PlayStation or Xbox, but I had a new approach. It meant redesigning the UI end to end. I audited the existing interface and mapped hundreds of features into a single matrix to make the scope clear.

A comprehensive audit of the PC game’s entire UI surface area. By organizing features into a matrix, I visualized the project's scope to de-risk my new console UX proposal and secure studio buy-in.

UX Audit Gary Boodhoo

A comprehensive audit of the PC game’s entire UI surface area. By organizing features into a matrix, I visualized the project's scope to de-risk my new console UX proposal and secure studio buy-in.

UX Audit Gary Boodhoo

A comprehensive audit of the PC game’s entire UI surface area. By organizing features into a matrix, I visualized the project's scope to de-risk my new console UX proposal and secure studio buy-in.

UX Audit Gary Boodhoo

A comprehensive audit of the PC game’s entire UI surface area. By organizing features into a matrix, I visualized the project's scope to de-risk my new console UX proposal and secure studio buy-in.

UX Audit Gary Boodhoo

Design

Comfort first

Design

Comfort first

Design

Comfort first

Design

Comfort first

I designed the interface to feel great in your hands, look good from the couch, and meet strict console standards. By reducing visual clutter and increasing type scale, I allowed players to manage deep systems like inventory, crafting, and combat without ever leaning forward.

I designed the interface to feel great in your hands, look good from the couch, and meet strict console standards. By reducing visual clutter and increasing type scale, I allowed players to manage deep systems like inventory, crafting, and combat without ever leaning forward.

I designed the interface to feel great in your hands, look good from the couch, and meet strict console standards. By reducing visual clutter and increasing type scale, I allowed players to manage deep systems like inventory, crafting, and combat without ever leaning forward.

I designed the interface to feel great in your hands, look good from the couch, and meet strict console standards. By reducing visual clutter and increasing type scale, I allowed players to manage deep systems like inventory, crafting, and combat without ever leaning forward.

In a sunlit living room, the game interface moves fluidly between high-intensity combat, inventory management, and shopping without ever breaking a sweat.

Gameplay Video PlayStation4

In a sunlit living room, the game interface moves fluidly between high-intensity combat, inventory management, and shopping without ever breaking a sweat.

Gameplay Video PlayStation4

In a sunlit living room, the game interface moves fluidly between high-intensity combat, inventory management, and shopping without ever breaking a sweat.

Gameplay Video PlayStation4

In a sunlit living room, the game interface moves fluidly between high-intensity combat, inventory management, and shopping without ever breaking a sweat.

Gameplay Video PlayStation4

Navigation

From clicks to thumbs

Navigation

From clicks to thumbs

Navigation

From clicks to thumbs

Navigation

From clicks to thumbs

With a mouse, you can click anywhere, but with a game controller, one must take a journey. Game controllers are great for continuous scrolling, so I built the interface around smooth horizontal and vertical movement through lists of things. This created a consistent way to explore complex systems.

With a mouse, you can click anywhere, but with a game controller, one must take a journey. Game controllers are great for continuous scrolling, so I built the interface around smooth horizontal and vertical movement through lists of things. This created a consistent way to explore complex systems.

With a mouse, you can click anywhere, but with a game controller, one must take a journey. Game controllers are great for continuous scrolling, so I built the interface around smooth horizontal and vertical movement through lists of things. This created a consistent way to explore complex systems.

With a mouse, you can click anywhere, but with a game controller, one must take a journey. Game controllers are great for continuous scrolling, so I built the interface around smooth horizontal and vertical movement through lists of things. This created a consistent way to explore complex systems.

In the PC game version, focus could jump anywhere across small targets and dense iconography, leading me to redesign the entire experience for console-native play.

In-game capture (ESO-PC)

In the PC game version, focus could jump anywhere across small targets and dense iconography, leading me to redesign the entire experience for console-native play.

In-game capture (ESO-PC)

In the PC game version, focus could jump anywhere across small targets and dense iconography, leading me to redesign the entire experience for console-native play.

In-game capture (ESO-PC)

In the PC game version, focus could jump anywhere across small targets and dense iconography, leading me to redesign the entire experience for console-native play.

In-game capture (ESO-PC)

A game controller is bad at random access navigation, so I redesigned the UX for predictable focus paths, larger targets, and lists you could scroll through easily

Studio presentation Gary Boodhoo

A game controller is bad at random access navigation, so I redesigned the UX for predictable focus paths, larger targets, and lists you could scroll through easily

Studio presentation Gary Boodhoo

A game controller is bad at random access navigation, so I redesigned the UX for predictable focus paths, larger targets, and lists you could scroll through easily

Studio presentation Gary Boodhoo

A game controller is bad at random access navigation, so I redesigned the UX for predictable focus paths, larger targets, and lists you could scroll through easily

Studio presentation Gary Boodhoo

Left/Right

The horizontal journey

Left/Right

The horizontal journey

Left/Right

The horizontal journey

Left/Right

The horizontal journey

The horizontal axis became the backbone of the interface, establishing a clear mental model for the player. By mapping the Left and Right triggers to this axis, we turned navigation into a physical gesture where sliding entire 'stacks' of content sideways reveals new categories, while reserving vertical movement for specific choices.

The horizontal axis became the backbone of the interface, establishing a clear mental model for the player. By mapping the Left and Right triggers to this axis, we turned navigation into a physical gesture where sliding entire 'stacks' of content sideways reveals new categories, while reserving vertical movement for specific choices.

The horizontal axis became the backbone of the interface, establishing a clear mental model for the player. By mapping the Left and Right triggers to this axis, we turned navigation into a physical gesture where sliding entire 'stacks' of content sideways reveals new categories, while reserving vertical movement for specific choices.

The horizontal axis became the backbone of the interface, establishing a clear mental model for the player. By mapping the Left and Right triggers to this axis, we turned navigation into a physical gesture where sliding entire 'stacks' of content sideways reveals new categories, while reserving vertical movement for specific choices.

Early character creation wireframe sequence demonstrating the horizontal journey through character creation and editing.

Wireframe Gary Boodhoo

Early character creation wireframe sequence demonstrating the horizontal journey through character creation and editing.

Wireframe Gary Boodhoo

Early character creation wireframe sequence demonstrating the horizontal journey through character creation and editing.

Wireframe Gary Boodhoo

Early character creation wireframe sequence demonstrating the horizontal journey through character creation and editing.

Wireframe Gary Boodhoo

Up/Down

The vertical journey

Up/Down

The vertical journey

Up/Down

The vertical journey

Up/Down

The vertical journey

I stacked components vertically into flat lists organized by groups and sections. This structure supports fluid scrolling through large datasets and utilizes fixed-height preview panels to facilitate browsing and comparison without losing context.

I stacked components vertically into flat lists organized by groups and sections. This structure supports fluid scrolling through large datasets and utilizes fixed-height preview panels to facilitate browsing and comparison without losing context.

I stacked components vertically into flat lists organized by groups and sections. This structure supports fluid scrolling through large datasets and utilizes fixed-height preview panels to facilitate browsing and comparison without losing context.

I stacked components vertically into flat lists organized by groups and sections. This structure supports fluid scrolling through large datasets and utilizes fixed-height preview panels to facilitate browsing and comparison without losing context.

Inventory screen prototype testing transition speeds between groups to maintain readability during rapid scrolling.

Design Gary Boodhoo Code Chip Hilseberg

Inventory screen prototype testing transition speeds between groups to maintain readability during rapid scrolling.

Design Gary Boodhoo Code Chip Hilseberg

Inventory screen prototype testing transition speeds between groups to maintain readability during rapid scrolling.

Design Gary Boodhoo Code Chip Hilseberg

Inventory screen prototype testing transition speeds between groups to maintain readability during rapid scrolling.

Design Gary Boodhoo Code Chip Hilseberg

Composition

Design Patterns

Composition

Design Patterns

Composition

Design Patterns

Composition

Design Patterns

Experimentation around layout and behaviors led to a shared design language. The component-based design grew into panels, which in turn grew into screens. By combining panels in different ways, my team implemented about 70% of the game’s interface. After launch, new features such as Player Housing built on these same components and panels in novel ways, offering the 3D environment itself an expanded role as a control surface.

Experimentation around layout and behaviors led to a shared design language. The component-based design grew into panels, which in turn grew into screens. By combining panels in different ways, my team implemented about 70% of the game’s interface. After launch, new features such as Player Housing built on these same components and panels in novel ways, offering the 3D environment itself an expanded role as a control surface.

Experimentation around layout and behaviors led to a shared design language. The component-based design grew into panels, which in turn grew into screens. By combining panels in different ways, my team implemented about 70% of the game’s interface. After launch, new features such as Player Housing built on these same components and panels in novel ways, offering the 3D environment itself an expanded role as a control surface.

Experimentation around layout and behaviors led to a shared design language. The component-based design grew into panels, which in turn grew into screens. By combining panels in different ways, my team implemented about 70% of the game’s interface. After launch, new features such as Player Housing built on these same components and panels in novel ways, offering the 3D environment itself an expanded role as a control surface.

A modular panel-and-screen layout system that recombines panels to support varied game functions effectively.

Design System Gary Boodhoo

A modular panel-and-screen layout system that recombines panels to support varied game functions effectively.

Design System Gary Boodhoo

A modular panel-and-screen layout system that recombines panels to support varied game functions effectively.

Design System Gary Boodhoo

A modular panel-and-screen layout system that recombines panels to support varied game functions effectively.

Design System Gary Boodhoo

HUD layout mockup showing component placement, sizing, and alignment standards.

Design System Gary Boodhoo

HUD layout mockup showing component placement, sizing, and alignment standards.

Design System Gary Boodhoo

HUD layout mockup showing component placement, sizing, and alignment standards.

Design System Gary Boodhoo

HUD layout mockup showing component placement, sizing, and alignment standards.

Design System Gary Boodhoo

Unified tooltip system for itemization and player abilities, designed to keep complex, data-rich info readable from 10 ft away.

Design System Gary Boodhoo

Unified tooltip system for itemization and player abilities, designed to keep complex, data-rich info readable from 10 ft away.

Design System Gary Boodhoo

Unified tooltip system for itemization and player abilities, designed to keep complex, data-rich info readable from 10 ft away.

Design System Gary Boodhoo

Unified tooltip system for itemization and player abilities, designed to keep complex, data-rich info readable from 10 ft away.

Design System Gary Boodhoo

Outcome

I led the design of the cross-platform UX system for the PlayStation and Xbox launch and shipped long-requested gamepad support for the PC community.

Matt Firor

Studio Director, ZeniMax Online Studios

Gary is an immensely talented designer UX / UI designer that I have had the privilege to work with over many years, including foundational work on the User Experience for Elder Scrolls Online, as well as other games in development and our web portal at ZeniMax Online Studios. He is professional, on-time and a joy to work with. Highly recommended.

Matt Firor

Studio Director, ZeniMax Online Studios

Gary is an immensely talented designer UX / UI designer that I have had the privilege to work with over many years, including foundational work on the User Experience for Elder Scrolls Online, as well as other games in development and our web portal at ZeniMax Online Studios. He is professional, on-time and a joy to work with. Highly recommended.

Matt Firor

Studio Director, ZeniMax Online Studios

Gary is an immensely talented designer UX / UI designer that I have had the privilege to work with over many years, including foundational work on the User Experience for Elder Scrolls Online, as well as other games in development and our web portal at ZeniMax Online Studios. He is professional, on-time and a joy to work with. Highly recommended.

Matt Firor

Studio Director, ZeniMax Online Studios

Gary is an immensely talented designer UX / UI designer that I have had the privilege to work with over many years, including foundational work on the User Experience for Elder Scrolls Online, as well as other games in development and our web portal at ZeniMax Online Studios. He is professional, on-time and a joy to work with. Highly recommended.

Paul Sage

CEO, Ruckus Games

I personally feel Elder Scrolls Online is the best MMO on the market for a console largely due to how well the game handles user input. Gary was key to that effort.

Paul Sage

CEO, Ruckus Games

I personally feel Elder Scrolls Online is the best MMO on the market for a console largely due to how well the game handles user input. Gary was key to that effort.

Paul Sage

CEO, Ruckus Games

I personally feel Elder Scrolls Online is the best MMO on the market for a console largely due to how well the game handles user input. Gary was key to that effort.

Paul Sage

CEO, Ruckus Games

I personally feel Elder Scrolls Online is the best MMO on the market for a console largely due to how well the game handles user input. Gary was key to that effort.

Nicholas Konkle

Game Director, Riot Games

I would certainly recommend Gary as a UX designer who can tell a team what they need to do to build the foundation, and then follow that team through the entire building process. He's also brings a very unique style to team-dynamics that is both entertaining and valuable, and was often a big driver of attention to detail for an entire team.

Nicholas Konkle

Game Director, Riot Games

I would certainly recommend Gary as a UX designer who can tell a team what they need to do to build the foundation, and then follow that team through the entire building process. He's also brings a very unique style to team-dynamics that is both entertaining and valuable, and was often a big driver of attention to detail for an entire team.

Nicholas Konkle

Game Director, Riot Games

I would certainly recommend Gary as a UX designer who can tell a team what they need to do to build the foundation, and then follow that team through the entire building process. He's also brings a very unique style to team-dynamics that is both entertaining and valuable, and was often a big driver of attention to detail for an entire team.

Nicholas Konkle

Game Director, Riot Games

I would certainly recommend Gary as a UX designer who can tell a team what they need to do to build the foundation, and then follow that team through the entire building process. He's also brings a very unique style to team-dynamics that is both entertaining and valuable, and was often a big driver of attention to detail for an entire team.

Alex Atienza

Product Design Manager, New Relic

On many occasions our impromptu conversations and drive-by design sessions lead to innovative solutions. His critiques were surprisingly motivating and absolutely invaluable. I always appreciated his sharp eye and constructive feedback. Gary is a passionate designer, but a far more amazing leader. It is with great regret that I did not work with him enough

Alex Atienza

Product Design Manager, New Relic

On many occasions our impromptu conversations and drive-by design sessions lead to innovative solutions. His critiques were surprisingly motivating and absolutely invaluable. I always appreciated his sharp eye and constructive feedback. Gary is a passionate designer, but a far more amazing leader. It is with great regret that I did not work with him enough

Alex Atienza

Product Design Manager, New Relic

On many occasions our impromptu conversations and drive-by design sessions lead to innovative solutions. His critiques were surprisingly motivating and absolutely invaluable. I always appreciated his sharp eye and constructive feedback. Gary is a passionate designer, but a far more amazing leader. It is with great regret that I did not work with him enough

Alex Atienza

Product Design Manager, New Relic

On many occasions our impromptu conversations and drive-by design sessions lead to innovative solutions. His critiques were surprisingly motivating and absolutely invaluable. I always appreciated his sharp eye and constructive feedback. Gary is a passionate designer, but a far more amazing leader. It is with great regret that I did not work with him enough

Mark Bartlett

Principal Tech Producer, ProbablyMonsters

I have worked with Gary twice now, both at Real U in Singapore and at ZeniMax Online Studios (ZOS) in Maryland. Because of how incredibly good he was at Real U while working on Otherland, I recruited him to come to ZOS and help work on the Elder Scrolls Online.

Mark Bartlett

Principal Tech Producer, ProbablyMonsters

I have worked with Gary twice now, both at Real U in Singapore and at ZeniMax Online Studios (ZOS) in Maryland. Because of how incredibly good he was at Real U while working on Otherland, I recruited him to come to ZOS and help work on the Elder Scrolls Online.

Mark Bartlett

Principal Tech Producer, ProbablyMonsters

I have worked with Gary twice now, both at Real U in Singapore and at ZeniMax Online Studios (ZOS) in Maryland. Because of how incredibly good he was at Real U while working on Otherland, I recruited him to come to ZOS and help work on the Elder Scrolls Online.

Mark Bartlett

Principal Tech Producer, ProbablyMonsters

I have worked with Gary twice now, both at Real U in Singapore and at ZeniMax Online Studios (ZOS) in Maryland. Because of how incredibly good he was at Real U while working on Otherland, I recruited him to come to ZOS and help work on the Elder Scrolls Online.

Developer

Publisher

Platforms

Lifecycle

Initial Release 2014 Latest Release 2025

Key Skills & Tools

Adobe Fireworks, Photoshop, Illustrator, JIRA, Confluence, Powerpoint, Lua Scripting, Presentation Design, Sprint Planning & Review

My Workgroup

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

Game Director Matt Firor Creative Director Paul Sage Art Director Jared Carr Game Design Christofer Strasz, Nick Konkle, Doug Carroll, Philip Draven, Edward Knapp, Jeremy Sera, Eric Wrobel Narrative Lead Wynn McLaughlin UX/UI Design Alex Atienza, Marc Hudgins, Jason Williford, Bobby Weir UI Engineering Nathan Bonfiglio, Chip Hilseberg, Dan Batson, Andy Churchill, Jason Kanagaratnam, Benjamin Lynch, Geoffrey Marsi, Dan Wellman Ecommerce Design Lee Ridout Production Erich Waas, Ala Diaz, Mark Bartlett, Luke Blaize, Ellen Clarke, Yuting Lian, Cory Tsang Live Services Jo Burba Community Gina Bruno, Jessica Folsom Quality Assurance Shaun Dean, William Shook, Katharine Zenke

Gary Boodhoo

Reliable UX for complex products

gboodhoo@gmail.com

Available for Principal Product Design roles. I design reliable UX systems for live operations at scale, serving millions of users.

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Designed with Framer in SF by Gary Boodhoo

Last updated Jan 2026

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