Projects across instructional design, EdTech, and experience design. Each one started with the same question: what does this person need to understand, and what’s the clearest path to get them there?

A real-time competitive math game that teaches arithmetic by playing it, with five difficulty tiers from kindergarten to college and a live head-to-head competition mode. I designed the full learning loop: an onboarding flow that gets a new player productive in under a minute, a difficulty curve that scales with skill, and feedback timed so a wrong answer teaches instead of discourages. Built natively for iOS. The design problem was instructional at its core: fun enough that kids keep playing, rigorous enough that they actually improve.
A virtual-reality scene for veterinary students learning to spay a cat, built in Unreal Engine. The student first sets the surgery-table height until their elbow sits at 90° over the patient (ergonomics is the opening lesson), then gets their anatomy knowledge tested: an in-scene assistant asks them to identify organs, and they point with the controller. A line trace reads back the name of whatever they’re pointing at.
This was my first time in Unreal and my first crack at interaction and game design of any kind. Through the technical struggle (and some stubborn computer glitches) I learned cats, veterinary medicine, VR, and Unreal. That project is what pushed me toward game design.
Cat anatomy, surgery table, and instrument table modeled by Ali Ennis. Clinic room from the Unreal Marketplace; waiting room “Neusa Frois” by SrMonteiro (Sketchfab).
Full project & more media ↗An app built around how teachers actually plan and run instruction. I mapped the educator’s workflow, then designed an interface that reduces prep friction and keeps the focus on the learning goal rather than the tooling. The embedded prototype is fully clickable; tap through the real flow.
As a teaching assistant for an honors engineering program at Texas A&M University, I worked with 400+ students a semester across several sections, over 2,000 students in all from 2021 to 2025. I built learning objectives, sequenced material so beginners could move from raw concepts to applied work, and rewrote explanations based on where students actually got stuck. This is where adult-learning theory stopped being abstract. I watched in real time how sequencing and practice decide whether knowledge transfers.
An instructional design project that turns a learning goal into a clear, engaging experience: defining the audience, the objectives, and the path between them. The embedded walkthrough shows the design in motion.
A UX project on encouraging and capturing vaccine commitments. The hard part was earning trust on a sensitive topic without adding friction to the path to action.
A booking app for photography clients, covering the flow from browsing to scheduling to confirmation, with the friction designed out of every step.
A selection of my public repositories: mostly learning games, AR/VR experiments, and visualization work. Each one was a chance to test how interaction and code can carry a lesson. See all on GitHub →
An augmented-reality game that teaches kids about the solar system. You explore it with your hands instead of reading about it.
A digital-twin visualization built in Unreal Engine to make maintenance workflows legible. The same project sits behind my offshore-wind digital-twin work.
An educational recycling game built at a hackathon. Play teaches which bin things belong in; designed and shipped under time pressure.
A real-time destructible-geometry experiment testing boolean subtraction to build a believable drilling mechanic. The kind of prototype that de-risks a bigger simulation.
An Unreal Engine third-person prototype for building game mechanics: a MetaHuman character with interactive Blueprint props, like a chest that opens and shifts color and a trigger that pauses play. A sandbox for interaction design.
The visual identity behind MathFlux: logo, color, type, and marketing assets kept in one repo so the game ships with a consistent, recognizable look.
Happy to walk through process, decisions, and outcomes for any project. Reach out anytime.