Hi, I'm Keana (she/her), a UX designer with a background in UI art & implementation, game design, and illustration.Based in Canada, I recently worked as a UX Developer for Bloom Digital Media. My most recent projects are LongStory 2 and Disney Villains Cursed Café.I have previously worked on a fine motor therapy game for children with cerebral palsy, a Mixed Reality experience, and other projects.I also draw.Feel free to say hi!

Disney Villains Cursed Café is a visual novel and a fresh take on iconic Disney Villains.Step into a world where every cup holds a secret and every sip can change a destiny! As the newest Potionista at the Disney Villains Cursed Café, you’ll create enchanted blends for a cast of legendary figures, all reimagined in a modern, magical world.Your choices influence their ambitions—will Gaston impress his golf bros? Can Hook steal the spotlight in community theater? Can Maleficent dominate social media? And will Ursula become a reality TV sensation? Uncover and influence the villains' stories with your potion creations.
Available on:
What I did:
Designed the overall game flow
Created and presented flowcharts, greybox wireframes, and clickable prototypes using Figma and other tools
Iterated on the flow based on client and internal feedback
During playtesting, we found that players were getting lost and confused during the potion mixing tutorial. Players would accidentally skip steps, which made the tutorial feel too long.
My goals: Streamline the tutorial.
How can we create a tutorial sequence that is helpful without feeling cumbersome?
When do we hold the player's hand, and when do we trust the player to figure it out themselves?

Show the 'potion mixing area' earlier to signify a change in phase: "We are no longer just conversing, we are now preparing to create a potion."
Limit interactions, and unlock an interaction only if needed.
Show visuals relevant to the dialogue: When Ursula talks about ingredients, the player must already be seeing the ingredients below the counter.
Rewrite some lines: I gave guidelines to the narrative team of what information needed to be conveyed in each line. They eventually rewrote the lines to fit Ursula's voice better while keeping the core information intact.
Highlight specific words: I pitched a markdown feature for the script so that the writers could easily highlight important phrases. I referenced other detail-heavy visual novels such as Ace Attorney.
The Potion Book acts as the player's in-game resource for any and all information about the game, from potion recipes to NPC storylines.
High-level and low-level UX wireframes
Interactions between the Potion Book and other systems, and interactions within the Potion Book itself
Visual development of the UI
Mockups, and assets (except for the embellishments beside the speaker's name)
Font exploration
Implemented the UI in Unity
LongStory 2 is a continuation of the award-winning LGBTQ+ friendly visual novel about teen romance, friendship and life.In the second season of this episodic visual novel, pick your pronouns and choose your presentation, then strap in for a wacky ride as you juggle romance, friendship and life. From Rollerskating to LARPing, LongStory 2 has it all.Don’t want to date anyone? Fair enough. You can still make friends and have fun collecting clues on your quest to solve a puzzling mystery.Think before you act; your choices will shape the story. Just like life!
Available on:
What I did:
Onboarding UX flow
Multiple tests with varying iterations of image and text placements
UI animation mockups and implementation (in Unity)
Implemented the UI in Unity (for the demo version) and again in Bloom's version of the Bevy engine (for the gold version)
Game UI: conversations, player choices, phone conversations
Main menu
Save files screen
Settings & credits
Later Daters is a charming visual novel about seniors finding love in a retirement community.You're the newest resident at Ye OLDE retirement community, where you’ll meet a cast of sexy seniors who are all dying (not literally) to meet you. It’s a lot like summer camp, but with orthopedic shoes, bridge clubs, and more jell-o. It’s an adjustment as you settle in, but who knows: maybe these will turn out to be the best years of your life!
Available on:
What I did:
Improvements to spacing between different elements, like character portraits and speaker names
Patterns for each character that reflected their design and personality
Readable and clear fonts
Onboarding UX flow
Multiple tests with varying iterations of image and text placements
UI animation mockups and implementation (in Unity)
Main menu UI & UX
Mockups of main menu layout and animation
