About Angie.

Senior Product Designer. Fourteen years across gaming, healthcare, enterprise and government, designing systems that hold up when it matters.

Madison, AL · Remote 14 years PMP Candidate Open to international
Raised in Alabama. Shaped by games. Built for the people nobody designed for.
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01

How I got here.

I found my way into design through games, then built a career at the intersection of UX/UI, development, and product leadership. I design systems that work under pressure for players mid-session, patients mid-crisis, and employees mid-review-cycle.

I've owned a product end to end, the decisions and the design both, which is a different job from designing inside someone else's roadmap. You learn fast what a feature actually costs when the person cutting it is also you. Most of my work is the second kind, and the first kind made me better at it.

I've partnered with teams at Amazon, Mayo Clinic, Rockstar Games, Epic Games, and Los Alamos National Laboratory. I lead cross-functional work that improves usability, adoption, and delivery speed then ship it.

Currently a PMP candidate at Capella University, deepening the strategy side to complement the execution. Remote-only. Open to international. Available now for contract or full-time senior design work, hands-on, where design decisions actually matter.

Angela Clemons
14Years designing
FiveIndustries shipped in
NineMajor projects
AAAGame credits
02

Design through to build.

I don't hand off a picture of a thing and hope. The tools below are the ones I actually ship in: design, engine, and code.

Figma
Unity
Unreal
React
HTML/CSS
JavaScript
C#
C++
Python
iOS
Android
Jira
Experience14 Years
EducationCapella University, B.B. Project Management
CertPMP Candidate
IndustriesGaming · Healthcare · Enterprise · Defense · Gov
LocationMadison, AL (Remote)
Emailangela.b.clemons@gmail.com
Phone256 · 874 · 0816
LinkedIn linkedin.com/in/angela-clemons
AvailableNow, contract or full-time
03
Interactive Figma Process shown

How I work.

Usually there's already an interface and nothing underneath it, or a system somebody started and then left when the contract ended. Building the thing that makes the next hundred screens cheap is the actual job more often than using a library someone else finished. So this is the whole arc, from the first argument about what we're even solving to sitting with an engineer at the end checking the build against the design. The middle three stages run as a loop, not a line, which is the part a process diagram usually lies about.

The six stages run in order, and stage five, Iteration, returns to stage three, Design, and stage four, Testing, as many times as the work needs.

  1. 01Ideation
  2. 02Research
  3. 03Design
  4. 04Testing
  5. 05Iteration
  6. 06Implementation
Iteration loops back into Design and Testing
01

Ideation

Before anything gets drawn I want the bet written in one sentence somebody can disagree with. On Box Buddy that sentence was: if a distressed child can’t finish it alone, it doesn’t ship. Every scope call afterward came out of defending that line. This stage is mostly arguing, and arguing is far cheaper in week one than in week six when there’s a build to unpick.

ProducesThe bet in writing, the in-and-out scope lines, and a rough map of the flows.

02

Research

On MassXR I sat with active-duty maintainers across several cohorts, and what they told me moved the design further than any internal review did. Amazon was three people with opposite relationships to the same data: an employee who only wants to know where she stands, a manager scanning twelve reports before a calibration meeting, leadership looking at the whole pipeline. One screen cannot serve those three, and you only learn that by asking. At Los Alamos the deliverable wasn’t a study at all, it was the templates and SOPs that made the next person’s study comparable to mine.

ProducesUser types with real differences between them, journeys, a findings doc, and sometimes the research standard the rest of the team then works from.

03

Design

Foundations first, every time: type scale, colour roles, spacing, elevation, tokens. Then components with their states and variants, and only then screens, assembled out of those components rather than drawn freehand. Mayo ran patient and provider as two products on one library, same cards and charts, opposite information priorities, and that only works if the library was built to bend that way from the start. I annotate as I go, because an annotation written three weeks later is a guess about what I was thinking.

ProducesA Figma library (tokens, variants, annotated components) and the screens built on top of it.

04

Testing

Usability sessions where my job is to shut up and watch, plus the accessibility pass, which on Mayo meant contrast ratios, 44pt targets, keyboard order and screen reader labels on every component before any of it shipped. My first games job was QA at Epic, so I’m comfortable being the person who files the unglamorous bug. The useful output isn’t a score. It’s a ranked list of what has to change, with the things I’d defend not changing marked as such.

ProducesTest plan, session notes, the accessibility audit, and a ranked change list.

05

Iteration

The abnormal lab result component at Mayo went through more versions than anything I’ve designed. Surfacing a bad number without causing panic turns out to be a copy problem, a colour problem and a hierarchy problem at once, and fixing one of those broke the other two for a while. This is the stage that loops: a testing finding sends the work back into Design, the new version goes back into Testing, and it runs until the thing stops failing. I keep the versions in Figma version history with the reason attached, so the decision is still auditable months later.

ProducesSide-by-side versions with the reason each one changed, and a decisions page in the file.

06

Implementation

Handoff is not a link to a Figma file. I stay in the build: annotate the spec, answer the engineer’s question about the empty state nobody designed, then QA what got built against what was designed, screen by screen. I write front-end code too (React, HTML and CSS, C# in Unity), which mostly means I know when I’m asking for something expensive and can offer the cheap version before anyone has to push back. Box Buddy’s two mini-games shipped in Unity, so there the handoff was partly to myself.

ProducesAnnotated specs and redlines, a QA pass against the design, and the tickets that come out of it.

Worth saying plainly, since the iterations on these pages are all high fidelity: there is very little paper in my process. Most of my thinking happens at full fidelity inside a design system, because once the foundations exist a real component is faster to build than a drawing of one. So the versions you see are versions of the actual thing rather than wireframes of it.

The file itself.

All of the above is easier to believe if you can open the thing and poke at it. This is my own project rather than client work, which is the point: it is the one file where I can show the whole system down to the decisions, with nothing redacted. Four pages are worth your time first, and the page menu in the top left of the frame below will get you to any of them.

This one is alive. I maintain it, and I use it to try new Figma and FigJam features as they land, so pages move around and new ones turn up. If something looks mid-thought, it probably is.

04

Everywhere I've been.

Fourteen years, and the shape of it changed on purpose. Six directing a design and engineering team, two building software, and most of the last five on contract. Contract is a choice, not a consolation prize. Five industries now, and the job never changes. Just the people I get to serve. Holding a kid's attention in a pediatric clinic turned out to be the same problem as holding a player's, and I only knew that because I had shipped games first. Nobody warns you that the range is the part that compounds.

2026Xbox Game StudiosGamesFirst-time user experience for Trivia for You, a Microsoft Solitaire title. Onboarding and early-session pacing.
2025–26Ignite StudioAgencyEnd-to-end product design across client work, including full redesigns for Replay Brewing and BestMind.
2025LP Building SolutionsManufacturingServiceNow ITSM portal redesign. Employee journeys, intake forms and knowledge search for thousands of internal users.
2025Mayo ClinicHealthcarePatient and provider portal. Task-based views for appointments, results and care management, built to WCAG 2.1 AA.
2024–25Mythic MerchantsGamesProduct ownership on a PC game from pre-production to Steam launch. Lazy Lion Games.
2023–24Higher EchelonHealthcare & VRWeb and immersive VR, including a pediatric Virtual Clinic. Engagement up 30%.
2023Los Alamos National LaboratoryResearchUX research standards and SOPs. Rebuilt onboarding as an interactive LMS, training time down 30%.
2021–23AmazonRetail & EnterpriseInside Internal Creative Services, the in-house design studio, which ran campaign work for Prime Day and the holiday sale on the main retail site. My own projects were the career development platform and Amazon One Medical, owned end to end. Adoption up 40%, complaints down 15%.
2021Mass VirtualDefenseThe uLCMS learning and gamification layer on MassXR. Now trains 31,000+ a year.
2020–213-GISGeospatialLed a cross-functional team through a web application redesign. Engagement up 15%.
2018–19Rockstar GamesGamesPost-launch UX consulting on Red Dead Redemption 2. Review and recommendations across the interface, plus some minor in-world UI shipped and development support alongside it.
2018–20Technology Service CorpDefenseSoftware engineer. Mobile field-operations tool, CI/CD, real-time data visualisation.
2017Epic GamesGamesUX testing for Fortnite, pre-launch and launch.
2011–17Spark Industries RoboticsRoboticsCreative Director. Directed a 25-person design and engineering team, established a Boeing partnership, operator efficiency up 35%.

Dates are engagement years. Full résumé available as a PDF.

That's me.
Now the work.

Download résumé angela.b.clemons@gmail.com

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