A persistent platform structure
Account entry, settings, navigationA persistent platform shell kept creators oriented across the experience.
Tribaliii · Desktop sandbox creator platform
I designed the creator journey across Creative Mode, Publish, and Play Mode with a cross-functional Agile team.
View the creator journeyThe first release centered on one complete task: choose or create a World, build it with supported assets and controls, publish it, and enter Play Mode.
Start from a template or an empty world.

Later product-flow reconstruction using the original design system.
The wider product included characters, Marketplace, social features, collaboration, and multiple gameplay directions. With limited delivery capacity, we prioritized one path: choose or create, build, publish, and play.
I worked most closely with Product, sprint coordination, developers, and designers. My responsibility was the creator flow, interface structure, interaction states, reusable patterns, and high-fidelity desktop UI.






Across 12 two-week sprints, I moved between requirements, flow mapping, design review, feasibility discussions, handoff, and implementation follow-up.
Review priorities, requirements, and open questions.
Map the creator flow, interaction states, and reusable patterns.
Check gameplay intent and development feasibility.
Resolve implementation questions and refine the next increment.
Navigation, creation tools, and Play Mode came together around the same creator journey.
A persistent platform shell kept creators oriented across the experience.
Creative Mode kept the World, Asset Library, selected object, and exposed Properties visible in one workspace.
The product model connected Publish, access settings, and Play Mode in one creator journey.
I translated product and gameplay inputs into the first-release flow, interface structure, interaction states, and reusable UI patterns.
I delivered high-fidelity screens, selected clickable journeys, key Creative Mode and Play Mode states, and reusable UI patterns. The work gave Product and Development a shared experience for review, implementation, and real-user evaluation.
