Past work · Games for families
Disney Interactive Worlds
Playful for kids, legible for parents—systems that had to earn trust at scale.
Personal note
Disney was one of those rare roles where craft and care had to stay in balance. I was designing for kids, but also for parents, moderators, and learning teams who needed safe, clear systems behind the scenes.
Work spanned Club Penguin, Disney Infinity, and Pixie Hollow—from avatar and economy flows to parent-validated rewards and cross-device UX. The through-line was always simple: make it fun for kids, and trustworthy for families.
01
Foundations
Understanding the multi-game ecosystem
Club Penguin was a massively multiplayer online world (2005–2017) with a wide range of games and social activities for kids.
- Player archetypes — Defined workflows for kids, parents, moderators, and Disney Learning teams across console, mobile, and tablet.
- Core loops — Mapped avatar creation, friends lists, in-game rewards, and microtransaction behaviors.
- Safety systems — Integrated COPPA-aligned mechanics including permissions, blocking, and parent-validated rewards.
- Device ergonomics — Adapted UX for children’s motor skills, account switching, and iPad landscape touch patterns.
Wireframes · social, safety, and game loops
Early flows for friends, moderation, inventory, quests, and avatar tools—how dense game UX stayed understandable for kids while still supporting ops and design reviews.
02
Systems design
Designing scalable game UX for kids
These systems had to repeat across games without fragmenting—identity, social graph, economy, and navigation all needed shared logic so kids weren’t relearning patterns title to title.
- Avatar & identity — Designed simplified avatar creation and editing for players as young as six.
- Social graph — Built flows for friends lists, safe chat, blocking, and moderated interactions.
- Economy UX — Structured point conversion, microtransactions, achievements, badges, and inventory systems.
- IA architecture — Created consolidated navigation models across games and parent-child touchpoints.
Reference · Club Penguin trailer
Context for the era and tone—muted autoplay; unmute from the player if you want audio.
03
Education layer
Building parent-child reward flows
- Learning incentives — Partnered with Disney Learning to design parent-validated rewards tied to math, spelling, and vocabulary mini-games.
- Multi-device access — Delivered Kindle and iPad prototypes for parent approval and account management.
- Progress visibility — Developed dashboard structures for child progress, unlocked rewards, and parent tasks.
- Interaction pathways — Crafted ergonomic flows for parents reviewing tasks while kids navigated game worlds.
Information architecture · flows and structure
Cross-title flows for mini-games, actions, feature removal, avatar creation, and storage—how the portfolio hung together for parents, kids, and internal teams.
04
Outcomes & delivery
Impact at scale, and what we shipped
Outcomes
Scale and safety at Disney—one of the largest kid-focused social footprints, and the product patterns (family UX, trust, gamification) I still design around today.
200M+ registered users — among the largest kid-safe online communities built.
- Safe social for kids — a platform shaped around moderation, parent controls, and kid-safe communication.
- Ecosystem contribution — helped support engagement models and parent–child interaction systems across Disney’s kid-focused digital stack.
That aligns directly with:
- Family UX — flows that work for parents and kids in parallel.
- Trust & safety — defaults, guardrails, and explainable controls.
- Gamified systems — reward loops and progression without dark patterns.
Delivery
Cross-platform game UX specifications—production flows, IA packages, and handoff kits across Disney’s kids’ gaming portfolio.
- High-fidelity screens — Production-ready flows for avatar workflows, social systems, and reward validation.
- IA packages — Navigation trees, page templates, and modular UI components across titles.
- Gameplay workflows — End-to-end UX specifications for console, tablet, and mobile.
- Handoff kits — Annotated wireframes, flow maps, and references for engineering and game UI art.