Dan Fessler
Engineering Manager, Design Engineering
Executive Summary
Engineering leader and design engineer with 20 years in games and interactive entertainment, spanning creative executive leadership (Creative Director/Chief Visual Officer), hands-on frontend engineering, and building high-craft user experiences.
My creative background is a practical edge: I’m fluent in interaction design, visual craft, and storytelling, and I use that to make prototypes feel “real” early; teams learn faster, align sooner, and ship higher-quality experiences.
I specialize in accelerating product innovation through high-fidelity, coded prototypes by turning ambiguous ideas into testable experiences, partnering closely with design, research, and engineering to de-risk decisions and raise quality.
I lead with clarity and empathy, build strong cross-discipline teams, and bring operational rigor without losing the joy of experimentation and craft.
Highlights
- 20 years across interactive entertainment, creative technology, and product-quality UI/UX
- Creative leadership edge: former Creative Director / Chief Visual Officer; strong instincts for craft, storytelling, and what “delight” feels like
- 10+ years leading teams; grew and managed multi-discipline orgs (artists, designers, engineers) in distributed environments
- Deep prototyping + front-end expertise: JavaScript/TypeScript, React, Node.js, Canvas/WebGL; design-system-minded
- Track record of prototypes, tools, and shipped experiences that influenced direction, improved craft, and increased velocity
- Strong cross-functional partnership: Product Design, Research/Insights, Engineering, and exec stakeholders
Experience

Senior Software Engineer (Experience / UI Systems)
RobloxAug 2025 - present
Senior Software Engineer on Roblox's Expression team, building avatar expression features that power player-facing Avatar experiences.
Highlights
- Shipped expressive, user-facing interaction features in partnership with product, design, and partner engineering teams
- Built UI systems with a focus on responsiveness, reliability, and performance at scale
- Contributed to engineering quality through design reviews, code reviews, and pragmatic iteration
Co-founder (Engineering + Creative Leadership)
Incite InteractiveMay 2023 - 2025
Co-founded an AI-first games studio and product organization. Launched Incite Worlds (agentic UGC platform) and began building Auravale (agentic life sim). Led across product, engineering, design, and brand, shipping prototypes and production experiences end-to-end while building a culture of craft, curiosity, and fast learning.
Highlights
- Funded by a16z SPEEDRUN; translated vision into a roadmap of prototypes and iterative product releases
- Built high-fidelity prototypes to validate interaction patterns, UX flows, and platform capabilities before committing to large builds
- Developed and open-sourced a dockable React UI system (React/TypeScript) enabling rapid tooling iteration
- Designed and implemented an AI-native visual programming experience (React) to prototype and author agentic scenarios
- Partnered tightly with design and research signals (qualitative + usage data) to prioritize what improved the experience most
- Recruited, grew, and managed a cross-discipline team (~15) with clear communication, healthy pace, and high standards
Projects
Incite Worlds
Agentic UGC platform; shipped product experiences and prototypes to validate creation flows and interaction patterns.
View Project →Auravale
Agentic life-sim built on Incite Worlds; prototyped character and creator workflows and helped ship production features.
View Project →
Chief Visual Officer (Founding Team)
Manticore GamesJan 2017 - May 2023
Joined Manticore as employee #1 to build Core, a next-generation UGC platform. As Chief Visual Officer, reported to the CEO and led UI/UX, Web, Tools, Marketing, Brand Partnerships, First Party experiences, and Character Cosmetics, while remaining hands-on in interactive prototyping, tooling, and web experiences that translated creative vision into shippable product decisions.
Highlights
- Built and scaled teams of 30+ across multiple disciplines; established quality bars, critique culture, and clear execution rhythms
- Drove rapid experimentation using coded prototypes to explore UX patterns, creator tooling, and interaction systems
- Developed web experiences (React/SSG) and interactive prototypes (Canvas2D/JS) to communicate ideas and validate direction
- Created internal tools and pipelines to increase iteration speed and consistency across teams
- Partnered with leadership across product, design, engineering, and insights to align priorities and deliver member/creator impact
Projects
Core
UGC platform; built tooling and interactive prototypes to explore creation and discovery experiences.
View Project →Art Directing the Metaverse
Article on art direction challenges in UGC platforms (creative vision + systems thinking).
View Project →
Art Director (R&D + Production)
ZyngaSep 2012 - Dec 2016
Art Director across shipped titles and R&D prototypes. Worked with designers and engineers to explore new interaction concepts and build experimental experiences that informed direction.
Highlights
- Partnered cross-functionally to prototype and evaluate early-stage concepts, focusing on clarity, delight, and feasibility
- Built interactive prototypes and tools (Unity/C#, web tooling) to accelerate iteration and reduce risk
- Shipped multiple titles while maintaining craft and production quality under real constraints
Projects

Lead Artist (Founding Team)
A Bit LuckyJan 2010 - Sep 2012
Founding art team member at A Bit Lucky (Facebook/social games). Bridged art and engineering by building tooling and UI that improved iteration speed and visual consistency.
Highlights
- Developed internal tools and automation for art pipelines; improved turnaround and consistency
- Designed and implemented UI flows for player-facing storefront and game surfaces
- Collaborated closely with engineering and product partners to ship features and improve usability
Projects
Lucky Train
Social game where players build and manage their railroad network (shipped).
View Project →Miscellaneous Projects
React-Dockable
Dockable tabbed window management for complex tools; built for rapid UX iteration and used in production (React/TypeScript).
View Project →React-PanelGroup
Resizable panel layout component used at scale; optimized for UX quality and developer ergonomics.
View Project →Index Painter
High-craft creative tool (pixel editor) built in React/TypeScript; prototyping-focused workflow with WebGL acceleration.
View Project →Core Visual Programming
Prototype visual scripting experience; coded to explore interaction patterns and reduce ambiguity before larger builds (React).
View Project →Incite Visual Programming
Prototype for authoring agentic scenarios with LLM-powered interaction concepts; built to validate UX and product direction.
View Project →ctx game engine
Web-first engine/editor emphasizing interactive tooling and rapid iteration; leveraged dockable UI patterns (React).
View Project →