Dylan Romero

UX Leader | Content Design/Engineering | AI Systems & Strategy

About me

Howdy! I'm the kind of guy who will add a skateboard to his portfolio-cum-video-game character to avoid spending extra time creating a sprite sheet. Do I skate? No; I barely know what an ollie is.

So why would I do that? Because I ruthlessly prioritize my time to focus on customer needs (that's you!), business outcomes (currently for Microsoft), and learning through play (AI + portfolio + game? Yes please!).

As a content design leader, I love spreading the joy of learning, which I balance out with scorn for patterns and practices that erode trust and make UX a bummer for customers.

I love doing this so much that I teach a content design class at the Communication Leadership masters program at the University of Washington, where students laugh at my jokes solely because they're funny and not because I hold power over their grades.

Dylan Romero - Headshot

Play the game version of my portfolio

Game Character Sprite

If you arrived here from the game version of this portfolio, welcome! Good design leverages existing mental models. In the case of my porfoli-game (gamefolio?) I used skeuomorphism as a well-established model for digital navigation. (Don't get me started on the pros and cons of skeuomorphism.)

If you came straight to my portfolio first, go check out the game! I'm not a coder, but as a writer, designer, and all around creative guy, I'm having a blast leveraging AI to expand my toolkit and tell more robust stories.

Play the game

Fun facts

Donkey Kong is often credited as the first platformer, but the lesser-known game called Space Panic is the real OG (released about a year earlier in 1980). In that game you could climb ladders, but you couldn't jump. 40+ years later, Dylan Romero's portfolio finally added the ability to jump. You're welcome.