I’m Quin! I create handcrafted experiences.

I'm an Experience Designer and Project Coordinator with a track record of shipping player-first and user-centered experiences — from coordinating narrative software inside The Walt Disney Company to designing game modes at Riot Games and shipping indie titles into players' hands. I move fast, collaborate across disciplines, and do my best work when the problem is still being defined.

My Tools:

Figma, Miro, Cursor, Microsoft Suite, UE5, Unity, Jira, Perforce, Asana, GitHub

Production Coordination · Rapid Prototyping · UX Design · Personal Project

After shipping Beamdown, I wanted a better way to coordinate future projects — so I built one. Prism is a personal production coordination tool designed for game and experience design teams, tracking deliverables, stakeholders, milestones, and scope decisions across every phase of a production. Built entirely on my own using rapid prototyping methods, it reflects how I think about keeping creative teams organized, aligned, and moving forward.

Role: Lead Designer & Production Coordinator

Tools: Figma, Cursor, Claude

Game Design Leadership · Production Coordination · UX

Led the design team across a 30-person production — managing schedules, organizing deliverables, and keeping design, art, and engineering aligned from pre-production through public launch on Steam. Communicated design decisions outward to stakeholders and inward to the team through structured documentation and weekly pod meetings.

Role: Lead Designer & Production Coordinator

Tools: Figma, Unity, GitHub, ClickUp, Miro

Game Design Leadership · UX · Narrative

Led game, combat, and UX design for a 5-person team — organizing the production process and keeping the team moving through rapid iteration cycles, all shipped in one month alongside another full game.

Role: Game, Combat & UX Designer

Tools: Figma, Unity, GitHub, Notion

Game Design · Narrative · Production

A two-person narrative sailing game built in a summer — I owned game design, UX, narrative, production, character art, and audio alongside one engineer. Designed around themes of community and hope, the game delivered a complete emotionally resonant experience from concept to ship.

Role: Game Designer, UX & Narrative Designer, Producer

Tools: Gamemaker, Figma, Notion, Pixel Art

Esports Coaching · Production Coordination · Broadcast & Casting

Built and coached a competitive Rainbow Six Siege program at SBCC, then spent three years coordinating live esports broadcast productions for a 20-30 person team at the University of Utah — managing schedules, aligning disciplines, and streaming regional tournaments to a live Twitch audience.


Role: Esports Program Coordinator/Coach & Broadcast Producer

Tools: Twitch, Discord, OBS

Research Leadership · Production Coordination · QA

Organized and led a student research team inside Riot Games — coordinating deliverables across QA, social, and marketing touchpoints to feed structured findings back into the League of Legends development process. Attended E3 as part of the program, delivering a competitive analysis video as a final research deliverable.

Role: Research Team Lead

Tools: Discord, Google Suite