Senior UX Designer · Calgary, CA

Michael
Spaw

Designing complex systems that expert users trust.

Learn more →
Years of experience
14+
Autodesk tenure
10 yrs
Focus area
UX Design for Content Creation Tools
Presented at
Siggraph
Autodesk University
Key companies & tools
Autodesk Branch 3D Elara Maya 3ds Max Figma Adobe Creative Suite
01

About

Michael Spaw

I design for people who work at the edge of what software can do. For over a decade, that meant shaping the experience of 3ds Max and Maya at Autodesk — but the real through-line has always been complexity: making powerful systems feel as fluid and intuitive as they are capable.

At Autodesk I operated as both Senior Product Designer and Product Owner — co-owning the roadmap, running research with professional users worldwide, and defining design patterns that scaled across an entire product ecosystem. I've integrated AI-assisted features into production workflows, facilitated alignment across engineering and product teams, and presented at Siggraph and Autodesk University.

I've brought that same sensibility to structural engineering platforms and medical visualisation. If the problem involves sophisticated users, dense information, and zero tolerance for friction — I'm at home.

Research
  • Contextual inquiry
  • Usability testing
  • A/B testing
  • Beta & charter programs
Design
  • Interaction design
  • Prototyping
  • Design systems
  • UX workshops
Domain
  • 3D / DCC software
  • Maya · 3ds Max · Houdini
  • Procedural workflows
  • AI-driven tooling
02

Selected Work

Featured Case Study

Boolean Modifier

Modernising a powerful but broken legacy tool — redesigning 3ds Max's boolean workflow from an unreliable object-based system into a non-destructive, modifier-based solution that doubled monthly active users and drove 5× more boolean actions within a year of shipping.

Autodesk · 3ds Max Product
2022 – 2024 Timeline
Lead UX & Advocate Role
Boolean Modifier — robot head
Case Study

Smart Bevel

Reimagining how artists create bevels in hard surface modeling — a native, non-destructive solution for 3ds Max and Maya that removes geometric constraints and eliminates the need for manual cleanup or third-party workarounds.

3ds Max · Maya Product
2024 – 2025 Timeline
Lead UX & Advocate Role
Smart Bevel
Case Study

World Building

Designing tools and workflows for large-scale environment creation — initially developed for 3ds Max with a vision for DCC-agnostic application across professional content creation pipelines.

3ds Max · DCC-agnostic Product
2020 · Autodesk Timeline
Functionality Advocate & Lead UX Role
World Building — city environment
Case Study

Branch 3D — UX Design System for Structural Modelling

Establishing foundational UX patterns and a design system for a hybrid 2D/3D structural platform — defining how engineers navigate, edit, and visualise complex structural models with precision and confidence.

Branch 3D Product
2025 Timeline
Lead UX Role
Branch 3D UX concept
03

Creative Practice

Before UX, a decade in production — games, VFX, and medical visualisation. That background informs everything: how I think about complexity, craft, and what it means to build tools for professionals who depend on them.

Hellboy production work
Iron Man production work
Toy Story Mania production work
Tree of Life Plesiosaur production work
View creative practice →
04

AI in Practice

AI tools have changed how I work — not by replacing design judgment, but by dramatically expanding what's possible to explore, prototype, and build. I use them daily for research, planning, and document creation, and have pushed into more sophisticated territory: from directing the creation of this portfolio site to prototyping C++ plugins for 3ds Max.

The workflow that works best for me pairs Perplexity for deep research and technical grounding, Claude AI and Claude Code for prototyping and implementation, and ChatGPT for ideation and iteration. I direct the architecture and logic — the AI handles the heavy lifting.

This is a fast-moving space and I'm committed to staying at the front of it. Not as a novelty, but because the designers who understand these tools most deeply will be the ones who can build, test, and ship ideas at a pace that wasn't previously possible.

Tools in regular use
Claude AI + Code
Prototyping, implementation, this portfolio site
Perplexity
Research, technical grounding, pre-prototype exploration
ChatGPT
Ideation, writing, iteration and refinement
Daily practice
Research, planning, documents, design exploration
3ds Max tool explorations
Surface packing · MAXScript + C++
SurfPack — Surface Circle Packing
Packs variable-radius spheres across the surface of any mesh using a greedy placement algorithm. Supports surface offset and containment within volume. Shown here packing ~10,000 spheres across a teapot.
SurfPack — Surface Circle Packing · Packs variable-radius spheres across the surface of any mesh using a greedy placement algorithm. Shown here with ~10,000 spheres across a teapot.
Point distribution · MAXScript
Point Distribution — Density Map
Distributes points across a plane using an image as a density map — denser in bright areas, sparser in dark. Useful for image-driven instance scattering and procedural population. Shown here reading a portrait of Charlie Chaplin.
Point Distribution — Density Map · Distributes points across a plane using an image as a density map. Denser in bright areas, sparser in dark. Shown here reading a portrait of Charlie Chaplin.
Point distribution · MAXScript
Point Distribution — Fibonacci Fill
Generates point distributions using Fibonacci spiral, Poisson disc, Gaussian cluster, and grid-based strategies. Each produces distinctly different spacing characteristics suited to different scattering needs.
Point Distribution — Fibonacci Fill · Generates point distributions using Fibonacci spiral, Poisson disc, Gaussian cluster, and grid-based strategies — each producing distinctly different spacing characteristics.
Volume packing · C++
VolPack — Volume Sphere Packing
Fills any mesh volume with tightly packed spheres of variable radius using spatial hashing for collision detection. A C++ plugin that handles thousands of spheres efficiently inside arbitrary geometry.
VolPack — Volume Sphere Packing · Fills any mesh volume with tightly packed spheres of variable radius using spatial hashing for collision detection. A C++ plugin handling thousands of spheres inside arbitrary geometry.
Geometry primitive · C++
QuadSphere — Geometry Primitive
A native 3ds Max geometry primitive that generates a quad-topology sphere — superior to the standard GeoSphere for subdivision and deformation workflows. Supports radius, segment count, and hemisphere parameters.
QuadSphere — Geometry Primitive · A native 3ds Max C++ geometry primitive generating a quad-topology sphere, superior to the standard GeoSphere for subdivision and deformation workflows.
Dynamics simulation · C++
XPBD Solver — Softbody Dynamics
An Extended Position-Based Dynamics solver for real-time softbody and cloth simulation inside 3ds Max. Supports gravity, wind, collision objects, pinned vertices, and compliance controls for rubber-to-jelly material behaviour.
XPBD Solver — Softbody Dynamics · An Extended Position-Based Dynamics solver for real-time softbody and cloth simulation inside 3ds Max. Supports gravity, wind, collisions, pinned vertices, and material compliance controls.
05

Résumé

Experience
Senior UI/UX Designer Aug – Oct 2025
Branch 3D (StructureCraft)

Contributed to the foundational UX and design system for a hybrid 2D/3D structural design platform integrating modeling, analysis, and digital workflows. Initiated 3D interaction patterns for navigating and editing complex structural models, emphasising clarity, precision, and workflow efficiency. Partnered with product, engineering, and project management to align early design decisions with long-term usability and scalability goals.

3D Interaction Design System Structural UX Technical Visualisation
Senior Product Designer · Product Owner Jul 2015 – Mar 2025
Autodesk — Media & Entertainment Division

Designed intuitive 3D content creation workflows for Maya and 3ds Max, improving usability for artists, game developers, and visualisation professionals. Developed the first cross-DCC functionality bridging Maya and Max, enhancing interoperability across Autodesk's ecosystem. Conducted user research and usability testing to refine AI-powered tools, integrating insights directly into the product roadmap. Defined and maintained UX design patterns to drive consistency across the content creation suite. Presented forward-thinking design concepts at Siggraph and Autodesk University.

Maya 3ds Max Cross-DCC Design Systems User Research AI Tools
Senior Designer Jul 2011 – Jul 2015
Elara Systems Inc.

Designed and developed interactive 3D medical visualisations for education and training. Created user-friendly animation workflows that reduced production time by 20%. Conducted client research to improve content engagement and retention.

3D Visualisation Medical UX Animation Workflows
Earlier Career

CG Supervisor & Sequence Supervisor · The Orphanage, San Francisco
CG Supervisor · Frantic Films, LA & Vancouver
3D Generalist · Sauce Ltd, Auckland NZ
Senior Artist · Stormfront Studios, San Rafael
Artist · Gametek, Sausalito  ·  Product Design · Anagram International

Download full CV ↓
06

Get in Touch

Open to senior roles, freelance projects, and conversations about the future of professional creative tools.

Email
Phone
587.577.2322
LinkedIn
Location
Calgary, Alberta, Canada