Hi, I'm Abby — an engineer-turned-designer making systems, interfaces, levels & narratives that feel hand-made. Somewhere between a notebook and a debug console.
CS degree first. Then seven years in visual design. Then games — where systems, UI, motion, and narrative finally had to sit in one frame. Ten years designing; four of them full-time UX/UI for games.
Master's in Digital Game Design, National Institute of Design, Bengaluru. Sole user researcher on Crossword Jam at Playsimple. Shipped two match-3 titles at Giga Fun Studios — Mili Match in 10 months, Travel Match in 7. Designed XR interfaces for Ping Pong Club on Apple Vision Pro.
Three games in flight right now. A casual match-3 — Baba on the Road — at my own Purple Square Studios. Two at The Verse: a bio-feedback emotion-regulation game for diabetics, and a Buddhist-lore RPG about pro-social behavior. Santa Clara, CA.
An end-to-end production pipeline assembled from ChatGPT, Claude, Claude Code, Meshy, Blender, Flow, Suno, ElevenLabs, and Firebase — used to ship three games across mobile, desktop, and VR with a one-to-three-person team.
Turning breath into a game mechanic. UX/UI design for an action RPG where the player's hum steers a bio-feedback dial — breath becomes control input.
Serving strategy & style: UX/UI for a spatial-computing ping-pong experience on Apple Vision Pro. Hand presence, court framing, and play-style progression.
A 3D Unity RPG about emotional regulation, scaffolded on the Six Realms of Buddhist cosmology. Embodied giving, fail-soft compassionate systems, and a hum-dial whose win state is the player's own nervous system.
Travel as more than a theme. Experiments to find the right themed match-3 that actually appeals across genders and ages — not just window dressing.
An Indian-wedding match-3 with light meta, designed for a young female audience. Setting tone early with the right protagonist and the right restraint.
UX-heavy feature for an F2P casual word game with global audience — increasing ownership for the 45+ segment. Shipped live to millions.
A virtual-pets approach to emotional tracking — identifying what we didn't know we needed to track, and crafting a gamified loop that makes reflection sticky.
Discovery and establishment of research methodologies purpose-built for casual mobile games — where "users" rarely show up in a panel on demand.
A rewards-based gamified concept that makes e-waste recycling feel fun — not civic homework. Full ecosystem design from drop-off to reward redemption.
Centralized management system for multiple stakeholders in education. How a comprehensive UX/UI revamp doubled the asking price in the sales pitch.
Every game I start begins with one verb. Light. Drift. Haggle. If the verb isn't fun to say, the game won't be fun to play.
Two weeks of pen-and-dice before a single asset. If a loop isn't fun with paper tokens, no amount of particles will save it.
Spreadsheets. Histograms. Arguing with my past self in the margins. The good numbers are the ones that surprise me.
The most useful tool I own is a silent mouth. Nothing teaches pacing like watching a stranger put the controller down.
Launch day is the beginning of the conversation, not the end. Patch notes are love letters.
Santa Clara, CA · +1 408-401-9624 · reply window 48h, or coffee's on me. Currently open to full-time roles & thoughtfully-weird contracts.
+100 DESIGN POINTS · ACHIEVEMENT UNLOCKED