The way I typically explain my job to people is "I make Snapchat filters." The workflow is a
mixture of game and web design. I make concept art and mock behaviors for product managers, design UI, create
lens assets, and script the behavior of the lens (Snap's official name for Filters). Some lenses include user input such as touch, speech to text,
or even cues like head movements. Others use user data, remote APIs, shaders, physics and collisions,
audio or particle systems.
I started in the team responsible for making developer tools for Lens Studio: Templates, Asset Library scripts and Prefabs.
In this role, my UI had to be simple and subdued to encourage developers to mentally insert their own designs.
My code too, had to be modular and easy to understand, while providing non-coding creators with all the tools they would need
to create simpler experiences.
With time, I was also able to branch into my own creative explorations. I moved to a user experience
focused team, where my job was to work with backend and client-side developers to roll out new features. I created
prototypes as well as production-ready lenses and provided feedback on the feature. This usually included Developer
Experience Feedback and ideas for how the feature could be expanded to encompass more use cases. After the first version,
I would typically create some helper tools and example projects, so that our content teams could more easily create their
own lenses.
In terms of tooling, I used Figma to make my concept art for feature proposals Photoshop to create the art assets in my Lenses.
I would then create lenses using Lens Studio and Javascript, occasionally using Blender for some more complex 3D Graphics.
Because of the exploratory nature of my job, many of my projects are not open to be shared.
Thus, below you'll find only the projects I worked on that have since been released to the public.