Context

At Perforce, I am the product design lead for P4 DAM, a digital asset management platform used by creative and technical teams in games, film, and VFX, including customers such as Electronic Arts, Pinewood Studios, Xbox Game Studios, and Meta.

P4 DAM sits on top of Perforce version control. Studios store enormous libraries of 3D models, textures, and media, then need to find the right file, understand where they are in the hierarchy, preview it quickly, and decide whether it is ready for review. If any of those steps feel slow or unclear, people leave the product and open specialist tools instead.

My job was not to polish isolated screens. It was to own the product direction for the day-to-day experience: what users see first, how they search and filter, how they move through folders, and how they review assets with confidence.

What I changed, and why

Select a change to see the problem, the decision, and a before-and-after look at the interface.

Conclusion

Owning the product as lead designer meant deciding which frictions were structural, not cosmetic, and shipping changes that compounded: find faster, stay oriented, preview earlier, and move through libraries with more confidence. The result was a DAM experience that better matched how game, film, and VFX teams actually work.