Animated scene of a woman in a submarine control room, looking out at the ocean and a naval ship through the windows, holding a device connected to a tentacle outside.

Kristina Alfonsi | Creative Director

Building experiences that invite curiosity, wonder, and play

I still get a little surprised when it works. A room full of people forgets where they are. A child reaches toward something they didn't notice a moment ago. Someone laughs, then immediately wants to try again. That feeling is what I'm designing toward every time.

Creative Work

Different worlds. Different audiences. Different constraints. One question underneath: what does it take to make someone feel like this was made for them?

EA | The Sims

Protecting what fans love while giving it room to grow

Blue Sky Studios | Disney

The difference between what is seen and what is felt

Amazon Prime Gaming

Permission to play for everyone in the room

Amazon Alexa Games

Your living room becomes the ride