Creative Director and Experience Design Executive with deep expertise in immersive, AI-driven, and real-time design systems. I lead multi-disciplinary teams spanning design, engineering, and creative technology to deliver world-class experiences across physical and digital environments.
Experience
2025 — Now
• Direct multi-disciplinary teams of product designers, technical artists, and engineers responsible for the design and execution of Meta’s custom real-time engine and immersive creation ecosystem.
• Define creative strategy and system architecture for the Horizon Creation Tools platform—enabling creators, developers, and studios to design interactive 3D environments, AI-driven characters, and live experiences.
• Partner with engineering and research leadership to integrate generative AI, LLMs, and diffusion models into creator workflows—advancing procedural world-building, adaptive lighting, and intelligent interaction design.
• Oversee end-to-end product and experience lifecycle from vision and resourcing to roadmap execution, balancing creative innovation with business goals and delivery timelines.
• Champion cross-functional collaboration across Meta’s AR, VR, and Web teams—ensuring creative coherence, technical excellence, and performance optimization across device ecosystems.
• Mentor senior designers and art directors while shaping the culture and operational models of a rapidly scaling immersive design organization.
• Drive narrative and visual innovation through real-time content experiments in Unreal Engine and TouchDesigner, shaping how audiences experience light, motion, and storytelling.
• Core competencies: Organizational leadership · Real-time & generative pipelines · AI-integrated design workflows · Spatial computing · Immersive storytelling
2023 — 2025
2023 — 2025
Los Angeles Metropolitan Area
Designing Creator Tools for the Metaverse
2022 — 2024
2022 — 2024
Burbank, California, United States
Senior Product Design Manager · Real Time Software · MSG Sphere Studios: Building Real Time Creator tools for Content Creation in Unreal Engine
• Built and led a hybrid design-engineering team delivering real-time, large-scale media for Sphere’s immersive environments.
• Oversaw content pipelines and tool design in Unreal Engine and nDisplay, powering interactive audience experiences and live event spectacles.
• Directed creative and technical production for the Exosphere, MSG’s landmark real-time visual system—defining workflows for generative and AI-driven visual content.
• Partnered with artists, engineers, and producers to deliver show environments and architectural canvases for live entertainment and branded experiences.
2020 — 2022
2020 — 2022
Culver City, California, United States
Design Lead that shipped various aspects of the Magic Leap 2 spatial operating system including: Inputs (Voice), System Communications, Settings, UI Kit, LEDs, Power Management and Learning.
As the Responsible Individual for these projects, I:
• Managed teams of prototypers, visual designers and audio engineers to define, scope and create design briefs for development.
• Led the interaction design work for my projects, identifying states, creating wireframes and solving for the complex interaction challenges of mixed reality such as input systems, object manipulation and human factor research.
• Created user journeys and customer profiles to understand our end users and their needs across different industries.
• Worked cross functionally with Product, UX research, Software and Hardware to deliver features of the ML2 spatial operating system across multiple release cycles.
2018 — 2020
2018 — 2020
Cambridge, Massachusettes
HCI Research Assistant at the Center for Civic Media. Research areas: Imagination; Interactive Experience Design; Civic Technology; Mixed Reality.
• Lead the design and research efforts for spatial computing projects, collaborating with cross-functional teams to deliver cutting-edge AR/VR/MR applications.
• Conduct user studies and usability tests in virtual environments to gain insights into user behavior, preferences, and pain points.
• Utilize principles of Human-Computer Interaction (HCI) and interaction design to create seamless and immersive user experiences.
• Design intuitive and spatially-aware user interfaces for AR/VR/MR platforms, ensuring easy navigation and efficient interactions.
• Champion accessibility in spatial computing, integrating universal design principles to accommodate diverse user needs.
• Ran the largest VR study ever in Africa, resulting in a robust dataset about how women in informal settlements interact with VR and designed a new headset based on the Oculus Go.
Education
Massachusetts Institute of Technology
Master of Science - MS
Yale University