Marty Portier
Brisbane, Australia
hi@martyportier.com
linkedin.com/in/martyportier
0404 185 917
AI | Product Design | Design Systems | UI/UX | Strategy + Growth | Building products for 12+ years.
Lead Product Designer —
I'm a Principal Product Designer with 12+ years of product design experience. Over the past 4 years, I have been shaping and building innovative AI products. My professional experience spans over 20 years working for start-ups, creative agencies, production houses, and game studios across various industries and verticals, both B2B and B2C.
My role will often extend beyond product design into product leadership: strategy, growth, driving, cross-team communication, and decisions through data and insights. As a design leader, I prioritise mentorship, guidance, and creating collaborative environments.
I enjoy driving product vision, product-led growth, shaping company-wide design strategy, mentoring senior designers, and working closely with engineering and ML teams to help turn complex challenges into impactful solutions with clarity and creativity.
I’m a systems thinker with a strong technical background (Computer Science degree). I am pragmatic in solving problems, empathetic to users, and skilled at communicating complex ideas effectively to teams and stakeholders while pushing the boundaries of what’s possible.
I also have 10+ years of user experience and game systems development, building internal tools, online infrastructure, and in-game HUDs across multiple titles. I contributed to online multiplayer and match-making systems, studio-wide toolchains, while working closely with artists, animators, engineers, and level designers.
I’m open to Lead Product Designer, Principal Product Designer, and Staff Product Designer - particularly in AI, but across FinTech, HealthTech, GreenTech, or Gaming.
Work Experience
Replica Studios
Lead Product Designer
Aug 2023 - Current
At Replica Studios, my work focuses on designing ethical, AI-powered tools for voice and creative media. User experiences span a suite of products centered on voice AI (TTS, STS, Voice FX), cloning, and real-time speech manipulation—built to support the workflows of game studios and content creators.
Key contributions include the design and prototyping of:
✦ Voice Director – TTS generation with SSML support
✦ Voice Changer – Real-time speech-to-speech (STS) and FX
✦ Voice Lab – Voice blending for character creation
✦ Voice Clone – Custom voice cloning for creators
✦ SFX Generator – AI-generated sound effects via text prompts
Design efforts also extend to AI-driven tools for 2D and 3D game asset generation, streamlining production and accelerating creative pipelines. A core part of the role includes leading the product’s digital transformation to the web, introducing a composable component architecture that enables faster iteration and more efficient collaboration across teams.
The role bridges hands-on product design with broader product strategy—building scalable systems, aligning with engineering and AI teams, and shaping experiences that serve both user needs and business goals.
Through a combination of design craft and strategic leadership, the work helps define the future of creative tooling—unlocking new storytelling possibilities through thoughtfully designed AI experiences.
Dubber
Senior Product Designer
Dec 2021 - Sept 2023
After the acquisition of Notiv ↓ I continued developing the AI-powered meeting summarisation and collaboration tool. Designing new product features and creating user experiences around Summarisation, Chapters, AI suggested Moments (Highlights, Actions, and Decisions).
From which was born Dubber ✦ Moments part of the new Dubber platform. With the platform directly embedded into a Communication Service Providers network, it helps their customers capture the moments that matter and extract business insights – allowing the Communication Service Providers to differentiate, innovate and monetise their network.
Notiv (Acquired)
Senior Product Designer
S 2021 - Sept 2021
Before being acquired by Dubber ↑ Worked on an AI-driven online meeting summarisation and collaboration tool that helped people to Meet Better!
Compare the Market
Product Designer
Nov 2019 - Sept 2021
Led end-to-end design initiatives across key verticals, focusing on scalable systems, improved UX, and optimised conversion. Delivered cross-platform experiences that balanced business goals with customer needs.
Key Projects:
• Principal designer responsible for mentoring a small team and establishing a reusable design system adopted across multiple verticals.
• Led the Travel insurance journey redesign, improving user flow and boosting conversion rates.
• Owned the design of the Meerkat Mondays website and app, aligning brand expression with usability.
Responsibilities:
• Translate customer insights into scalable, engaging digital experiences across mobile and web.
• Collaborate cross-functionally with product, engineering, research, and business to co-design user-centric, technically feasible solutions.
• Drive and uphold UX/UI best practices, ensuring design consistency and quality across journeys and channels.
• Facilitate workshops, analyse customer feedback, and iterate designs based on both qualitative and quantitative insights.
• Advocate for design thinking and human-centred design principles across the organisation.
• Deliver interface specs, wireframes, and high-fidelity UI designs that enhance usability and performance.
Kognent
Creative Director & Product Designer
Jul 2018 - Sept 2019
Directed the design of all internal and client-facing digital products across web and mobile. Led projects from ideation through to delivery, with a focus on intuitive, user-centered learning experiences for enterprise and government clients.
Key Projects:
• Designed and delivered a suite of compliance training products aligned with Chain of Responsibility legislation, now adopted by major logistics and government organisations.
• Led UX for eLearning initiatives, including Downer Group’s “Our Safety Focus,” Driver Induction, and Workplace Behaviour programs.
Responsibilities:
• Defined and iterated product features in collaboration with stakeholders, aligning design with strategic business goals.
• Created high-quality, scalable UX and UI solutions across mobile and web.
• Established foundational design systems and internal tools to support consistent product development.
• Contributed to company-wide process development and product strategy at the leadership level.
• Mentored junior designers, supporting skill growth and design maturity across the team.
Clients: Downer Group, Cement Australia, Ausgrid, Coates Hire
Bondi Labs
Lead Product Designer
Jul 2015 - Jun 2018
Led product design across a range of simulation-based training tools and immersive experiences for desktop, mobile, and VR platforms. Owned end-to-end design—from early concepts to final delivery—spanning UX, UI, branding, prototyping, and creative direction.
Key Projects:
• Kuube – 3D simulation training platform for iOS and PC.
• Chevron Biosecurity Simulation – Hazard inspection training in 3D for enterprise deployment.
• Bunnings VR – Internal WebVR experience for mobile and expo activation.
• Virtual Refractor – Browser-based optometry training using WebGL.
• Plantwise Simulator – Android app for crop and plant disease diagnosis training.
Played a central role in project planning, interface design, and visual systems. Developed interactive prototypes and high-fidelity design assets, ensuring each product maintained a consistent and cohesive design language.
Clients: QUT, BHVI, Bunnings, Chevron
QUT
Product Designer
Oct 2014 - Jul 2015
For the first year of BondiLabs, we lived under the umbrella of QUT's Institute for Future Environments. This allowed us to focus on the projects and less on running the day to day requirements of the company.
We delivered a 3D biosecurity inspection tool for Chevron (Biosecurity Shield/Kuube) on PC and iOS.
We also delivered a Crop management Simulator for CABI/Plantwise on android.
Bigfish
Designer
May 2012 - Oct 2012
At BiG fish I was mentored by a Senior Designer where I had the privilege of honing my design skills. My duties included working on various digital and print campaigns - annual reports, brochures, billboards, bus wraps, street sign banners, and a mobile app.Projects include:
• Brisbane Festival campaign - brochures, billboards, street sign banners, android app.
• USQ - bus wraps, billboards, digital assets for campaign
• New Hope Corp. - annual report
• Thiess - website updates, internal corporate magazine
Freelance
Designer
Jan 2012 - Oct 2014
During my time as a freelance graphic designer I engaged with an number of clients for variety of design tasks including:UI/UX design, Product Design, Branding & Identity Design.
Clients include:
• Pixel Palace - UI design, website concept designs
• map creative - print and web
• HROnboard - logo redesign, website concept design
• Stepz Fitness - print campaigns for new stores
• Foundry - digital asset production
• Hope Community - logo & branding, signage, and digital media
THQ (Australia)
User Interface + Game Systems Developer
Feb 2009 - May 2010
5 years previous employment with THQ Studio Australia from March 2004 - February 2009 (See below).
I assisted in the implementation of the UI framework for an unreleased title for PS3 and XBox360 using Scaleform’s GFx as middleware. I was responsible for assisting the UI designers and integrating 5 Character HUDs into the game.
Worked as part of the Framework and Online team to help develop and maintain both the online presence and matchmaking game features for X360 and PS3.
Part of a small team that established and maintain the Build Systems
C, C++, C#, .NET, XML, XSLT, UI, UX, Flash, Actionscript, Scaleform
Games credited to date:
• Unannounced Project (PS3, X360, PC)
• Unannounced Project (X360, PS3)
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
THQ (Paris)
User Interface + Game Systems Developer
Feb 2009 - May 2010
Remote for THQ Studio Oz, Brisbane. Console game and tools programmer for gamecube, ps3, xbox360, Wii. Helped develop the tool framework and game systems.
C, C++, C#, XML, XSLT and 3D math
Games Credited:
• Unannounced Project (XBox360, PS3)
• Avatar: Into The Inferno (2008)
THQ (Australia)
Game Systems Programmer
Mar 2008 - Feb 2009
Console game and tools programmer for gamecube, ps2, xbox and Wii. Worked on studio editor that all other teams (including artists, animators, level designers) used in order to build out titles. Helped develop the tool framework and game systems. Developed the entire UI system for a particular title and helped with the on going UI development for other titles.
Games Credited:
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
Big Bridge
Full Stack Developer
2001 - 2004
Developed web applications (frontend, backend and database design), online tools and Content Management Systems for various clients for this leading production and post-production media facility in Brisbane.
Clients include: PPQ (Personalised Plates Queensland), EGR Auto
Tab Corp
Full Stack Developer
2000 - 2001
Worked on display systems for gaming and wagering network.
Education
Shillington College
Certificate IV in Design
2011 - 2012
Griffith University
Bachelor of Photography
2010 - 2013
QUT
Bachelor of IT (Computer Science)
1996 - 1999
Marty Portier
Brisbane, Australia
hi@martyportier.com
linkedin.com/in/martyportier
0404 185 917
AI | Product Design | Design Systems | UI/UX | Strategy + Growth | Building products for 12+ years.
Lead Product Designer —
I'm a Principal Product Designer with 12+ years of product design experience. Over the past 4 years, I have been shaping and building innovative AI products. My professional experience spans over 20 years working for start-ups, creative agencies, production houses, and game studios across various industries and verticals, both B2B and B2C.
My role will often extend beyond product design into product leadership: strategy, growth, driving, cross-team communication, and decisions through data and insights. As a design leader, I prioritise mentorship, guidance, and creating collaborative environments.
I enjoy driving product vision, product-led growth, shaping company-wide design strategy, mentoring senior designers, and working closely with engineering and ML teams to help turn complex challenges into impactful solutions with clarity and creativity.
I’m a systems thinker with a strong technical background (Computer Science degree). I am pragmatic in solving problems, empathetic to users, and skilled at communicating complex ideas effectively to teams and stakeholders while pushing the boundaries of what’s possible.
I also have 10+ years of user experience and game systems development, building internal tools, online infrastructure, and in-game HUDs across multiple titles. I contributed to online multiplayer and match-making systems, studio-wide toolchains, while working closely with artists, animators, engineers, and level designers.
I’m open to Lead Product Designer, Principal Product Designer, and Staff Product Designer - particularly in AI, but across FinTech, HealthTech, GreenTech, or Gaming.
Work Experience
Replica Studios
Lead Product Designer
Aug 2023 - Current
At Replica Studios, my work focuses on designing ethical, AI-powered tools for voice and creative media. User experiences span a suite of products centered on voice AI (TTS, STS, Voice FX), cloning, and real-time speech manipulation—built to support the workflows of game studios and content creators.
Key contributions include the design and prototyping of:
✦ Voice Director – TTS generation with SSML support
✦ Voice Changer – Real-time speech-to-speech (STS) and FX
✦ Voice Lab – Voice blending for character creation
✦ Voice Clone – Custom voice cloning for creators
✦ SFX Generator – AI-generated sound effects via text prompts
Design efforts also extend to AI-driven tools for 2D and 3D game asset generation, streamlining production and accelerating creative pipelines. A core part of the role includes leading the product’s digital transformation to the web, introducing a composable component architecture that enables faster iteration and more efficient collaboration across teams.
The role bridges hands-on product design with broader product strategy—building scalable systems, aligning with engineering and AI teams, and shaping experiences that serve both user needs and business goals.
Through a combination of design craft and strategic leadership, the work helps define the future of creative tooling—unlocking new storytelling possibilities through thoughtfully designed AI experiences.
Dubber
Senior Product Designer
Dec 2021 - Sept 2023
After the acquisition of Notiv ↓ I continued developing the AI-powered meeting summarisation and collaboration tool. Designing new product features and creating user experiences around Summarisation, Chapters, AI suggested Moments (Highlights, Actions, and Decisions).
From which was born Dubber ✦ Moments part of the new Dubber platform. With the platform directly embedded into a Communication Service Providers network, it helps their customers capture the moments that matter and extract business insights – allowing the Communication Service Providers to differentiate, innovate and monetise their network.
Notiv (Acquired)
Senior Product Designer
S 2021 - Sept 2021
Before being acquired by Dubber ↑ Worked on an AI-driven online meeting summarisation and collaboration tool that helped people to Meet Better!
Compare the Market
Product Designer
Nov 2019 - Sept 2021
Led end-to-end design initiatives across key verticals, focusing on scalable systems, improved UX, and optimised conversion. Delivered cross-platform experiences that balanced business goals with customer needs.
Key Projects:
• Principal designer responsible for mentoring a small team and establishing a reusable design system adopted across multiple verticals.
• Led the Travel insurance journey redesign, improving user flow and boosting conversion rates.
• Owned the design of the Meerkat Mondays website and app, aligning brand expression with usability.
Responsibilities:
• Translate customer insights into scalable, engaging digital experiences across mobile and web.
• Collaborate cross-functionally with product, engineering, research, and business to co-design user-centric, technically feasible solutions.
• Drive and uphold UX/UI best practices, ensuring design consistency and quality across journeys and channels.
• Facilitate workshops, analyse customer feedback, and iterate designs based on both qualitative and quantitative insights.
• Advocate for design thinking and human-centred design principles across the organisation.
• Deliver interface specs, wireframes, and high-fidelity UI designs that enhance usability and performance.
Kognent
Creative Director & Product Designer
Jul 2018 - Sept 2019
Directed the design of all internal and client-facing digital products across web and mobile. Led projects from ideation through to delivery, with a focus on intuitive, user-centered learning experiences for enterprise and government clients.
Key Projects:
• Designed and delivered a suite of compliance training products aligned with Chain of Responsibility legislation, now adopted by major logistics and government organisations.
• Led UX for eLearning initiatives, including Downer Group’s “Our Safety Focus,” Driver Induction, and Workplace Behaviour programs.
Responsibilities:
• Defined and iterated product features in collaboration with stakeholders, aligning design with strategic business goals.
• Created high-quality, scalable UX and UI solutions across mobile and web.
• Established foundational design systems and internal tools to support consistent product development.
• Contributed to company-wide process development and product strategy at the leadership level.
• Mentored junior designers, supporting skill growth and design maturity across the team.
Clients: Downer Group, Cement Australia, Ausgrid, Coates Hire
Bondi Labs
Lead Product Designer
Jul 2015 - Jun 2018
Led product design across a range of simulation-based training tools and immersive experiences for desktop, mobile, and VR platforms. Owned end-to-end design—from early concepts to final delivery—spanning UX, UI, branding, prototyping, and creative direction.
Key Projects:
• Kuube – 3D simulation training platform for iOS and PC.
• Chevron Biosecurity Simulation – Hazard inspection training in 3D for enterprise deployment.
• Bunnings VR – Internal WebVR experience for mobile and expo activation.
• Virtual Refractor – Browser-based optometry training using WebGL.
• Plantwise Simulator – Android app for crop and plant disease diagnosis training.
Played a central role in project planning, interface design, and visual systems. Developed interactive prototypes and high-fidelity design assets, ensuring each product maintained a consistent and cohesive design language.
Clients: QUT, BHVI, Bunnings, Chevron
QUT
Product Designer
Oct 2014 - Jul 2015
For the first year of BondiLabs, we lived under the umbrella of QUT's Institute for Future Environments. This allowed us to focus on the projects and less on running the day to day requirements of the company.
We delivered a 3D biosecurity inspection tool for Chevron (Biosecurity Shield/Kuube) on PC and iOS.
We also delivered a Crop management Simulator for CABI/Plantwise on android.
Bigfish
Designer
May 2012 - Oct 2012
At BiG fish I was mentored by a Senior Designer where I had the privilege of honing my design skills. My duties included working on various digital and print campaigns - annual reports, brochures, billboards, bus wraps, street sign banners, and a mobile app.Projects include:
• Brisbane Festival campaign - brochures, billboards, street sign banners, android app.
• USQ - bus wraps, billboards, digital assets for campaign
• New Hope Corp. - annual report
• Thiess - website updates, internal corporate magazine
Freelance
Designer
Jan 2012 - Oct 2014
During my time as a freelance graphic designer I engaged with an number of clients for variety of design tasks including:UI/UX design, Product Design, Branding & Identity Design.
Clients include:
• Pixel Palace - UI design, website concept designs
• map creative - print and web
• HROnboard - logo redesign, website concept design
• Stepz Fitness - print campaigns for new stores
• Foundry - digital asset production
• Hope Community - logo & branding, signage, and digital media
THQ (Australia)
User Interface + Game Systems Developer
Feb 2009 - May 2010
5 years previous employment with THQ Studio Australia from March 2004 - February 2009 (See below).
I assisted in the implementation of the UI framework for an unreleased title for PS3 and XBox360 using Scaleform’s GFx as middleware. I was responsible for assisting the UI designers and integrating 5 Character HUDs into the game.
Worked as part of the Framework and Online team to help develop and maintain both the online presence and matchmaking game features for X360 and PS3.
Part of a small team that established and maintain the Build Systems
C, C++, C#, .NET, XML, XSLT, UI, UX, Flash, Actionscript, Scaleform
Games credited to date:
• Unannounced Project (PS3, X360, PC)
• Unannounced Project (X360, PS3)
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
THQ (Paris)
User Interface + Game Systems Developer
Feb 2009 - May 2010
Remote for THQ Studio Oz, Brisbane. Console game and tools programmer for gamecube, ps3, xbox360, Wii. Helped develop the tool framework and game systems.
C, C++, C#, XML, XSLT and 3D math
Games Credited:
• Unannounced Project (XBox360, PS3)
• Avatar: Into The Inferno (2008)
THQ (Australia)
Game Systems Programmer
Mar 2008 - Feb 2009
Console game and tools programmer for gamecube, ps2, xbox and Wii. Worked on studio editor that all other teams (including artists, animators, level designers) used in order to build out titles. Helped develop the tool framework and game systems. Developed the entire UI system for a particular title and helped with the on going UI development for other titles.
Games Credited:
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
Big Bridge
Full Stack Developer
2001 - 2004
Developed web applications (frontend, backend and database design), online tools and Content Management Systems for various clients for this leading production and post-production media facility in Brisbane.
Clients include: PPQ (Personalised Plates Queensland), EGR Auto
Tab Corp
Full Stack Developer
2000 - 2001
Worked on display systems for gaming and wagering network.
Education
Shillington College
Certificate IV in Design
2011 - 2012
Griffith University
Bachelor of Photography
2010 - 2013
QUT
Bachelor of IT (Computer Science)
1996 - 1999
Marty Portier
Brisbane, Australia
hi@martyportier.com
linkedin.com/in/martyportier
0404 185 917
AI | Product Design | Design Systems | UI/UX | Strategy + Growth | Building products for 12+ years.
Lead Product Designer —
I'm a Principal Product Designer with 12+ years of product design experience. Over the past 4 years, I have been shaping and building innovative AI products. My professional experience spans over 20 years working for start-ups, creative agencies, production houses, and game studios across various industries and verticals, both B2B and B2C.
My role will often extend beyond product design into product leadership: strategy, growth, driving, cross-team communication, and decisions through data and insights. As a design leader, I prioritise mentorship, guidance, and creating collaborative environments.
I enjoy driving product vision, product-led growth, shaping company-wide design strategy, mentoring senior designers, and working closely with engineering and ML teams to help turn complex challenges into impactful solutions with clarity and creativity.
I’m a systems thinker with a strong technical background (Computer Science degree). I am pragmatic in solving problems, empathetic to users, and skilled at communicating complex ideas effectively to teams and stakeholders while pushing the boundaries of what’s possible.
I also have 10+ years of user experience and game systems development, building internal tools, online infrastructure, and in-game HUDs across multiple titles. I contributed to online multiplayer and match-making systems, studio-wide toolchains, while working closely with artists, animators, engineers, and level designers.
I’m open to Lead Product Designer, Principal Product Designer, and Staff Product Designer - particularly in AI, but across FinTech, HealthTech, GreenTech, or Gaming.
Work Experience
Replica Studios
Lead Product Designer
Aug 2023 - Current
At Replica Studios, my work focuses on designing ethical, AI-powered tools for voice and creative media. User experiences span a suite of products centered on voice AI (TTS, STS, Voice FX), cloning, and real-time speech manipulation—built to support the workflows of game studios and content creators.
Key contributions include the design and prototyping of:
✦ Voice Director – TTS generation with SSML support
✦ Voice Changer – Real-time speech-to-speech (STS) and FX
✦ Voice Lab – Voice blending for character creation
✦ Voice Clone – Custom voice cloning for creators
✦ SFX Generator – AI-generated sound effects via text prompts
Design efforts also extend to AI-driven tools for 2D and 3D game asset generation, streamlining production and accelerating creative pipelines. A core part of the role includes leading the product’s digital transformation to the web, introducing a composable component architecture that enables faster iteration and more efficient collaboration across teams.
The role bridges hands-on product design with broader product strategy—building scalable systems, aligning with engineering and AI teams, and shaping experiences that serve both user needs and business goals.
Through a combination of design craft and strategic leadership, the work helps define the future of creative tooling—unlocking new storytelling possibilities through thoughtfully designed AI experiences.
Dubber
Senior Product Designer
Dec 2021 - Sept 2023
After the acquisition of Notiv ↓ I continued developing the AI-powered meeting summarisation and collaboration tool. Designing new product features and creating user experiences around Summarisation, Chapters, AI suggested Moments (Highlights, Actions, and Decisions).
From which was born Dubber ✦ Moments part of the new Dubber platform. With the platform directly embedded into a Communication Service Providers network, it helps their customers capture the moments that matter and extract business insights – allowing the Communication Service Providers to differentiate, innovate and monetise their network.
Notiv (Acquired)
Senior Product Designer
S 2021 - Sept 2021
Before being acquired by Dubber ↑ Worked on an AI-driven online meeting summarisation and collaboration tool that helped people to Meet Better!
Compare the Market
Product Designer
Nov 2019 - Sept 2021
Led end-to-end design initiatives across key verticals, focusing on scalable systems, improved UX, and optimised conversion. Delivered cross-platform experiences that balanced business goals with customer needs.
Key Projects:
• Principal designer responsible for mentoring a small team and establishing a reusable design system adopted across multiple verticals.
• Led the Travel insurance journey redesign, improving user flow and boosting conversion rates.
• Owned the design of the Meerkat Mondays website and app, aligning brand expression with usability.
Responsibilities:
• Translate customer insights into scalable, engaging digital experiences across mobile and web.
• Collaborate cross-functionally with product, engineering, research, and business to co-design user-centric, technically feasible solutions.
• Drive and uphold UX/UI best practices, ensuring design consistency and quality across journeys and channels.
• Facilitate workshops, analyse customer feedback, and iterate designs based on both qualitative and quantitative insights.
• Advocate for design thinking and human-centred design principles across the organisation.
• Deliver interface specs, wireframes, and high-fidelity UI designs that enhance usability and performance.
Kognent
Creative Director & Product Designer
Jul 2018 - Sept 2019
Directed the design of all internal and client-facing digital products across web and mobile. Led projects from ideation through to delivery, with a focus on intuitive, user-centered learning experiences for enterprise and government clients.
Key Projects:
• Designed and delivered a suite of compliance training products aligned with Chain of Responsibility legislation, now adopted by major logistics and government organisations.
• Led UX for eLearning initiatives, including Downer Group’s “Our Safety Focus,” Driver Induction, and Workplace Behaviour programs.
Responsibilities:
• Defined and iterated product features in collaboration with stakeholders, aligning design with strategic business goals.
• Created high-quality, scalable UX and UI solutions across mobile and web.
• Established foundational design systems and internal tools to support consistent product development.
• Contributed to company-wide process development and product strategy at the leadership level.
• Mentored junior designers, supporting skill growth and design maturity across the team.
Clients: Downer Group, Cement Australia, Ausgrid, Coates Hire
Bondi Labs
Lead Product Designer
Jul 2015 - Jun 2018
Led product design across a range of simulation-based training tools and immersive experiences for desktop, mobile, and VR platforms. Owned end-to-end design—from early concepts to final delivery—spanning UX, UI, branding, prototyping, and creative direction.
Key Projects:
• Kuube – 3D simulation training platform for iOS and PC.
• Chevron Biosecurity Simulation – Hazard inspection training in 3D for enterprise deployment.
• Bunnings VR – Internal WebVR experience for mobile and expo activation.
• Virtual Refractor – Browser-based optometry training using WebGL.
• Plantwise Simulator – Android app for crop and plant disease diagnosis training.
Played a central role in project planning, interface design, and visual systems. Developed interactive prototypes and high-fidelity design assets, ensuring each product maintained a consistent and cohesive design language.
Clients: QUT, BHVI, Bunnings, Chevron
QUT
Product Designer
Oct 2014 - Jul 2015
For the first year of BondiLabs, we lived under the umbrella of QUT's Institute for Future Environments. This allowed us to focus on the projects and less on running the day to day requirements of the company.
We delivered a 3D biosecurity inspection tool for Chevron (Biosecurity Shield/Kuube) on PC and iOS.
We also delivered a Crop management Simulator for CABI/Plantwise on android.
Bigfish
Designer
May 2012 - Oct 2012
At BiG fish I was mentored by a Senior Designer where I had the privilege of honing my design skills. My duties included working on various digital and print campaigns - annual reports, brochures, billboards, bus wraps, street sign banners, and a mobile app.Projects include:
• Brisbane Festival campaign - brochures, billboards, street sign banners, android app.
• USQ - bus wraps, billboards, digital assets for campaign
• New Hope Corp. - annual report
• Thiess - website updates, internal corporate magazine
Freelance
Designer
Jan 2012 - Oct 2014
During my time as a freelance graphic designer I engaged with an number of clients for variety of design tasks including:UI/UX design, Product Design, Branding & Identity Design.
Clients include:
• Pixel Palace - UI design, website concept designs
• map creative - print and web
• HROnboard - logo redesign, website concept design
• Stepz Fitness - print campaigns for new stores
• Foundry - digital asset production
• Hope Community - logo & branding, signage, and digital media
THQ (Australia)
User Interface + Game Systems Developer
Feb 2009 - May 2010
5 years previous employment with THQ Studio Australia from March 2004 - February 2009 (See below).
I assisted in the implementation of the UI framework for an unreleased title for PS3 and XBox360 using Scaleform’s GFx as middleware. I was responsible for assisting the UI designers and integrating 5 Character HUDs into the game.
Worked as part of the Framework and Online team to help develop and maintain both the online presence and matchmaking game features for X360 and PS3.
Part of a small team that established and maintain the Build Systems
C, C++, C#, .NET, XML, XSLT, UI, UX, Flash, Actionscript, Scaleform
Games credited to date:
• Unannounced Project (PS3, X360, PC)
• Unannounced Project (X360, PS3)
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
THQ (Paris)
User Interface + Game Systems Developer
Feb 2009 - May 2010
Remote for THQ Studio Oz, Brisbane. Console game and tools programmer for gamecube, ps3, xbox360, Wii. Helped develop the tool framework and game systems.
C, C++, C#, XML, XSLT and 3D math
Games Credited:
• Unannounced Project (XBox360, PS3)
• Avatar: Into The Inferno (2008)
THQ (Australia)
Game Systems Programmer
Mar 2008 - Feb 2009
Console game and tools programmer for gamecube, ps2, xbox and Wii. Worked on studio editor that all other teams (including artists, animators, level designers) used in order to build out titles. Helped develop the tool framework and game systems. Developed the entire UI system for a particular title and helped with the on going UI development for other titles.
Games Credited:
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
Big Bridge
Full Stack Developer
2001 - 2004
Developed web applications (frontend, backend and database design), online tools and Content Management Systems for various clients for this leading production and post-production media facility in Brisbane.
Clients include: PPQ (Personalised Plates Queensland), EGR Auto
Tab Corp
Full Stack Developer
2000 - 2001
Worked on display systems for gaming and wagering network.
Education
Shillington College
Certificate IV in Design
2011 - 2012
Griffith University
Bachelor of Photography
2010 - 2013
QUT
Bachelor of IT (Computer Science)
1996 - 1999
Marty Portier
Brisbane, Australia
linkedin.com/in/martyportier
0404 185 917
AI | Product Design | Design Systems | UI/UX | Strategy + Growth | Building products for 12+ years.
Lead Product Designer —
I'm a Principal Product Designer with 12+ years of product design experience. Over the past 4 years, I have been shaping and building innovative AI products. My professional experience spans over 20 years working for start-ups, creative agencies, production houses, and game studios across various industries and verticals, both B2B and B2C.
My role will often extend beyond product design into product leadership: strategy, growth, driving, cross-team communication, and decisions through data and insights. As a design leader, I prioritise mentorship, guidance, and creating collaborative environments.
I enjoy driving product vision, product-led growth, shaping company-wide design strategy, mentoring senior designers, and working closely with engineering and ML teams to help turn complex challenges into impactful solutions with clarity and creativity.
I’m a systems thinker with a strong technical background (Computer Science degree). I am pragmatic in solving problems, empathetic to users, and skilled at communicating complex ideas effectively to teams and stakeholders while pushing the boundaries of what’s possible.
I also have 10+ years of user experience and game systems development, building internal tools, online infrastructure, and in-game HUDs across multiple titles. I contributed to online multiplayer and match-making systems, studio-wide toolchains, while working closely with artists, animators, engineers, and level designers.
I’m open to Lead Product Designer, Principal Product Designer, and Staff Product Designer - particularly in AI, but across FinTech, HealthTech, GreenTech, or Gaming.
Work Experience
Replica Studios
Lead Product Designer
Aug 2023 - Current
At Replica Studios, my work focuses on designing ethical, AI-powered tools for voice and creative media. User experiences span a suite of products centered on voice AI (TTS, STS, Voice FX), cloning, and real-time speech manipulation—built to support the workflows of game studios and content creators.
Key contributions include the design and prototyping of:
✦ Voice Director – TTS generation with SSML support
✦ Voice Changer – Real-time speech-to-speech (STS) and FX
✦ Voice Lab – Voice blending for character creation
✦ Voice Clone – Custom voice cloning for creators
✦ SFX Generator – AI-generated sound effects via text prompts
Design efforts also extend to AI-driven tools for 2D and 3D game asset generation, streamlining production and accelerating creative pipelines. A core part of the role includes leading the product’s digital transformation to the web, introducing a composable component architecture that enables faster iteration and more efficient collaboration across teams.
The role bridges hands-on product design with broader product strategy—building scalable systems, aligning with engineering and AI teams, and shaping experiences that serve both user needs and business goals.
Through a combination of design craft and strategic leadership, the work helps define the future of creative tooling—unlocking new storytelling possibilities through thoughtfully designed AI experiences.
Dubber
Senior Product Designer
Dec 2021 - Sept 2023
After the acquisition of Notiv ↓ I continued developing the AI-powered meeting summarisation and collaboration tool. Designing new product features and creating user experiences around Summarisation, Chapters, AI suggested Moments (Highlights, Actions, and Decisions).
From which was born Dubber ✦ Moments part of the new Dubber platform. With the platform directly embedded into a Communication Service Providers network, it helps their customers capture the moments that matter and extract business insights – allowing the Communication Service Providers to differentiate, innovate and monetise their network.
Notiv (Acquired)
Senior Product Designer
Sept 2021 - Dec 2021
Before being acquired by Dubber ↑ Worked on an AI-driven online meeting summarisation and collaboration tool that helped people to Meet Better!
Compare the Market
Product Designer
Nov 2019 - Sept 2021
Led end-to-end design initiatives across key verticals, focusing on scalable systems, improved UX, and optimised conversion. Delivered cross-platform experiences that balanced business goals with customer needs.
Key Projects:
• Principal designer responsible for mentoring a small team and establishing a reusable design system adopted across multiple verticals.
• Led the Travel insurance journey redesign, improving user flow and boosting conversion rates.
• Owned the design of the Meerkat Mondays website and app, aligning brand expression with usability.
Responsibilities:
• Translate customer insights into scalable, engaging digital experiences across mobile and web.
• Collaborate cross-functionally with product, engineering, research, and business to co-design user-centric, technically feasible solutions.
• Drive and uphold UX/UI best practices, ensuring design consistency and quality across journeys and channels.
• Facilitate workshops, analyse customer feedback, and iterate designs based on both qualitative and quantitative insights.
• Advocate for design thinking and human-centred design principles across the organisation.
• Deliver interface specs, wireframes, and high-fidelity UI designs that enhance usability and performance.
Kognent
Creative Director & Product Designer
Jul 2018 - Sept 2019
Directed the design of all internal and client-facing digital products across web and mobile. Led projects from ideation through to delivery, with a focus on intuitive, user-centered learning experiences for enterprise and government clients.
Key Projects:
• Designed and delivered a suite of compliance training products aligned with Chain of Responsibility legislation, now adopted by major logistics and government organisations.
• Led UX for eLearning initiatives, including Downer Group’s “Our Safety Focus,” Driver Induction, and Workplace Behaviour programs.
Responsibilities:
• Defined and iterated product features in collaboration with stakeholders, aligning design with strategic business goals.
• Created high-quality, scalable UX and UI solutions across mobile and web.
• Established foundational design systems and internal tools to support consistent product development.
• Contributed to company-wide process development and product strategy at the leadership level.
• Mentored junior designers, supporting skill growth and design maturity across the team.
Clients: Downer Group, Cement Australia, Ausgrid, Coates Hire
Bondi Labs
Lead Product Designer
Jul 2015 - Jun 2018
Led product design across a range of simulation-based training tools and immersive experiences for desktop, mobile, and VR platforms. Owned end-to-end design—from early concepts to final delivery—spanning UX, UI, branding, prototyping, and creative direction.
Key Projects:
• Kuube – 3D simulation training platform for iOS and PC.
• Chevron Biosecurity Simulation – Hazard inspection training in 3D for enterprise deployment.
• Bunnings VR – Internal WebVR experience for mobile and expo activation.
• Virtual Refractor – Browser-based optometry training using WebGL.
• Plantwise Simulator – Android app for crop and plant disease diagnosis training.
Played a central role in project planning, interface design, and visual systems. Developed interactive prototypes and high-fidelity design assets, ensuring each product maintained a consistent and cohesive design language.
Clients: QUT, BHVI, Bunnings, Chevron
QUT
Product Designer
Oct 2014 - Jul 2015
For the first year of BondiLabs, we lived under the umbrella of QUT's Institute for Future Environments. This allowed us to focus on the projects and less on running the day to day requirements of the company.
We delivered a 3D biosecurity inspection tool for Chevron (Biosecurity Shield/Kuube) on PC and iOS.
We also delivered a Crop management Simulator for CABI/Plantwise on android.
Bigfish
Designer
May 2012 - Oct 2012
At BiG fish I was mentored by a Senior Designer where I had the privilege of honing my design skills. My duties included working on various digital and print campaigns - annual reports, brochures, billboards, bus wraps, street sign banners, and a mobile app.Projects include:
• Brisbane Festival campaign - brochures, billboards, street sign banners, android app.
• USQ - bus wraps, billboards, digital assets for campaign
• New Hope Corp. - annual report
• Thiess - website updates, internal corporate magazine
Freelance
Designer
Jan 2012 - Oct 2014
During my time as a freelance graphic designer I engaged with an number of clients for variety of design tasks including:UI/UX design, Product Design, Branding & Identity Design.
Clients include:
• Pixel Palace - UI design, website concept designs
• map creative - print and web
• HROnboard - logo redesign, website concept design
• Stepz Fitness - print campaigns for new stores
• Foundry - digital asset production
• Hope Community - logo & branding, signage, and digital media
THQ (Australia)
User Interface + Game Systems Developer
Feb 2009 - May 2010
5 years previous employment with THQ Studio Australia from March 2004 - February 2009 (See below).
I assisted in the implementation of the UI framework for an unreleased title for PS3 and XBox360 using Scaleform’s GFx as middleware. I was responsible for assisting the UI designers and integrating 5 Character HUDs into the game.
Worked as part of the Framework and Online team to help develop and maintain both the online presence and matchmaking game features for X360 and PS3.
Part of a small team that established and maintain the Build Systems
C, C++, C#, .NET, XML, XSLT, UI, UX, Flash, Actionscript, Scaleform
Games credited to date:
• Unannounced Project (PS3, X360, PC)
• Unannounced Project (X360, PS3)
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
THQ (Paris)
User Interface + Game Systems Developer
Feb 2009 - May 2010
Remote for THQ Studio Oz, Brisbane. Console game and tools programmer for gamecube, ps3, xbox360, Wii. Helped develop the tool framework and game systems.
C, C++, C#, XML, XSLT and 3D math
Games Credited:
• Unannounced Project (XBox360, PS3)
• Avatar: Into The Inferno (2008)
THQ (Australia)
Game Systems Programmer
Mar 2008 - Feb 2009
Console game and tools programmer for gamecube, ps2, xbox and Wii. Worked on studio editor that all other teams (including artists, animators, level designers) used in order to build out titles. Helped develop the tool framework and game systems. Developed the entire UI system for a particular title and helped with the on going UI development for other titles.
Games Credited:
• Avatar: Into The Inferno (2008)
• Frontlines: Fuel of War (2008)
• Avatar: The Last Airbender (2006)
• SpongeBob SquarePants: Lights, Camera, Pants! (2005)
• The Adventures of Jimmy Neutron: Boy Genius - Attack of the Twonkies (2004)
Big Bridge
Full Stack Developer
2001 - 2004
Developed web applications (frontend, backend and database design), online tools and Content Management Systems for various clients for this leading production and post-production media facility in Brisbane.
Clients include: PPQ (Personalised Plates Queensland), EGR Auto
Tab Corp
Full Stack Developer
2000 - 2001
Worked on display systems for gaming and wagering network.
Education
Shillington College
Certificate IV in Design
2011 - 2012
Griffith University
Bachelor of Photography
2010 - 2013
QUT
Bachelor of IT (Computer Science)
1996 - 1999