A screenshot of Frozenbyte's in-house editor


Tool UX/UI Design

Designing UX for tools

Designing UX for tools is very different from designing UX for games. In games, friction is necessary to create challenge and engagement. In tools, friction is the enemy: developers need efficiency, clarity, and reliability to stay in flow.

Frozenbyte's Proprietary Engine

Frozenbyte’s in-house engine had grown with the company for over almost two decades, supporting games on PC, consoles, and mobile. With each new project, features were bolted on as needed—resulting in powerful, but uneven, tools.

My Role

I was hired as the first dedicated UX owner for the engine and tools. My background in both UX research and programming meant I could approach this independently: learning, evaluating, and improving workflows across disciplines.

My goal:

Understanding User Needs

My approach combined hands-on learning, benchmarking, and research:

From Research to Roadmap

I consolidated insights into an updated backlog and built a long-term roadmap. Having a dedicated person on tools immediately boosted morale: developers felt seen and supported, even before fixes were shipped.

Soon, I was leading an unofficial team of four programmers, later expanding to two designers as well. Together, we:

Impact

A screenshot of Starbase's in-game spaceship editor
A screenshot of Starbase's in-game spaceship editor