I'm a product designer who understands the technical side. I work on software with real complexity: deep workflows, interconnected systems, products where the hard part isn't the UI, it's understanding what the product actually needs to do. I've shipped work in healthcare, automotive, real estate, and gaming.
I work closely with developers from the start, thinking in reusable components, technical constraints, and how data actually moves through the product. That usually makes what I design buildable without a negotiation phase.
I use LLMs throughout my process for research synthesis, brainstorming, wireframing, and AI prototyping. Screens come at the end, built on top of a structure that makes sense.
NHS staff responsible for Mental Health Act compliance were working in a module that hadn't been meaningfully updated in 15 years. The data it collected wasn't actionable: they couldn't track detentions, manage tribunal deadlines, or build reports from it. So they built their own Excel systems to do the job the software was supposed to do.
Pricing teams across 13 European markets were managing everything through interconnected Excel files and VBA macros. No database, no backup, no single source of truth. When Pricing Managers pushed changes, it would overwrite or conflict with local versions.
An independent UX audit of a mobile RPG that was throwing everything at the player at once. Stacked offers, competing animations, a VIP system that didn't explain itself, and a home screen where every element was fighting for attention.
First website in 2000. By 16 I built one of the biggest Hattrick (online football manager game) communities globally. At 19 I started doing client work — and kept freelancing for over a decade, while everything else happened in parallel. I organized over 30 Starcraft 2 tournaments — two full leagues, sponsors, pro players competing, all broadcasted live. I was part of the first wave of game streamers before streaming became a thing.
I also got a degree in Photography & Video, ran a YouTube channel, built games and VR experiences, mentored game designers at Game LAB, and eventually landed in product design. I've coached designers on their careers and sat on the other side of the hiring table as a technical interviewer.
Based in Timișoara, Romania. Working remotely with international teams. Looking for complex products and interesting problems.