Build it. Feel it.
Ship it.

Product designer, 8+ years on complex, high-stakes software. You can't tell whether an interaction works by looking at it — you have to use it. So I build early and judge by feel.

Dylan Nelson

Nice to meet you

I'm Dylan — a product designer with 8 years spent turning complex, high-stakes software into something people want to use. Most recently I've led design on Hub Pro, the video platform professional sports teams run their week on, owning the craft across nearly the whole product. And I work in the codebase myself: I hand engineers a working prototype on a branch instead of a static spec, and ship the smaller fixes directly — so the design intent survives the handoff instead of getting lost in it.

I like to get at the real version of a problem. I have a Master's in Information Science — essentially the study of how people think — and I put it to work in the field: one project had me spend a full season embedded with a college football team, doing the users' job on the sideline, so my decisions came from lived experience instead of assumptions.

I believe the best products borrow from games — not as gimmicks, but as structure: clear feedback, meaningful progression, interactions that feel good to repeat. Games and entertainment are the world I care about most, and where I want to do my next work.

Outside the work, I'm pretty laid back. I value real teamwork over performative hustle, and I do my best work alongside people who enjoy building things together.

Let's team up

I'm open to new opportunities — especially in games and entertainment. If you're building something fun, I want to hear about it.