04
Planet IX
I moved a whole community to a new blockchain without losing anyone’s assets, then led design on the product that became the #1 dApp on Base.
Planet IX is an on-chain game economy where a daily community owns digital assets and earns by playing. My colleague and I owned the products’ UX/UI; I led design on the work below — and later took on art direction as well.
- Year
- 2025–present
- Role
- Lead UX/UI · later Art Director
- Studio
- Nibiru
- Type
- Base dApp · cross-chain migration
- #1
- dApp on Base, a month after launch
- 3,000–4,000
- weekly transacting users, sustained
- ~10,000
- users migrated across chains — ~117M tokens moved, nothing lost
- 5.4M+
- AIX in the staking pool (May 2026)
Make a scary, no-going-back migration feel safe enough that thousands go through with it.
Moving from Polygon to Base meant every user’s tokens and NFTs had to come with them — real money, no undo, and crypto communities panic fast. I designed it end to end: in-context prompts, a guided flow per asset type, each with a plain-language explainer, a locked processing state, and a real failure state. The screens most people skip — mid-transfer, and the moment it fails — are the ones that mattered most.


Result: around 10,000 users moved their holdings across chains — roughly 117M tokens — with nothing lost. The migration was the on-ramp on purpose: assets already in their Base wallet meant no cold start when the dApp launched.
A new chain meant building the dApp and its staking economy from scratch.
I led UX/UI across the product — home, inventory, quests, daily rewards, and the full refined-crystal staking flow. Staking got the most attention: overview, amount, confirm, processing, success, then manage and claim. The goal was making a complex financial action feel routine.
Result: #1 dApp on Base by April 2026, a month after launching in March, holding 3,000–4,000 weekly transacting users since — with 5.4M+ AIX in the staking pool (May 2026).
I took on art direction too — and the gameplay loop is the economy.
IX Meteora is an in-app game: pilot a drone, harvest crystal fragments, and refine them into crystals you can stake for rewards. I art-directed and designed its UI; our 3D artist built it in Godot. Every harvest and refine creates the activity the whole product runs on, so the job was making that loop clear and worth coming back to.


I designed and built the ecosystem's public sites too — the brand carried out to the front door.
Beyond the product, I designed and built the web presence in Framer: Planet IX (the game), IX Foundation (the staking platform), and Nibiru (the company). The same brand system the product runs on, extended to the sites people land on first.

Product Designer — led UX/UI for the migration and the Base dApp, took on Art Director for the 3D artist and motion designer, and designed and built the ecosystem’s websites in Framer. Worked closely with engineering on the cross-chain work.
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