Spline
Feb 2022 - Sept 2024
Project overview
What is it?
Spline is a 3d design tool in the web.
Role
I worked as a Product Designer focused on validating and launching complex 3D features across the app, web, and platform integrations. My role sat between product design, engineering, and community, helping ensure new capabilities were usable, performant, and ready before public release.
Because many issues in 3D products only surface when features are used inside real scenes, this role became critical to de-risking launches and supporting confident product decisions. I supported early feature validation, reproduced and diagnosed complex bugs, contributed to launch and educational content, and explored new workflows that extended 3D beyond the editor into real production environments.
Design challenge
Designing and launching 3D features introduced challenges that couldn’t be solved through static designs alone. Many usability and performance issues only appeared when features were tested in real, interactive scenes, making late discovery especially costly. At the same time, users needed concrete, real-world examples to understand how new capabilities fit into their projects.
In addition, experimental features and complex user-reported bugs required early validation to determine what should ship, what needed improvement, and what should be cancelled altogether. Addressing these challenges required a process that combined hands-on testing, close collaboration with engineering, and continuous feedback from real user scenarios.
Key contributions
01 · Early feature validation & feature launches
Some new features looked promising in theory but were hard to use or unstable in practice. The goal is to reduce risk and improve quality before launch.
I tested new 3D features using real, production-like scenes to understand how they behaved in practice. These tests surfaced usability issues, performance bottlenecks, and edge cases that were not visible in static designs. Insights from this work helped the team refine interactions, simplify experiences, and prioritize fixes before launch.
In several cases, this validation work influenced whether features were ready to ship at all. Some features were intentionally cancelled before public release due to poor usability or instability.
Game control
3D path








