Projects & Case Studies

Pick a project on the left — the role, tools, and a quick breakdown open on the right.

Studio Work

byHolkinDesign
Self‑initiated

Enterprise Work

Current & ongoing
Product

Voice Studio

Product Manager & Builder · IVR / IVA Voice Prompts

A browser‑based voice authoring app that lets a contact‑centre team source, quality‑check, and export telephony‑grade IVR/IVA prompts in‑house, the same day a need is identified — no vendor, no budget approval, no wait. Now at version 1.1 — fully self‑serve: each user brings their own voice (ElevenLabs) and translation (DeepL) keys.

Voice Studio — authoring a hotel IVR prompt with DeepL translation and a NICE CXone telephony export
Voice Studio 1.0 — authoring a hotel IVR prompt in-browser: brand voice, DeepL translation to German, multi-segment editing, and a ready-to-ship NICE CXone telephony export.
  • Authors and QAs prompts with text‑to‑speech, then exports in the CXone/NICE telephony format ready for the call flow.
  • Imports existing IVR recordings (WAV, MP3, FLAC) as editable material — turning "create new" into "maintain the whole prompt library."
  • Generates prompts in multiple languages with built‑in translation and multilingual text‑to‑speech.
  • Precise trimming with click‑free fades, multi‑segment editing that assembles in recording order, and a working‑folder prompt library that saves straight to disk.
  • Pronunciation tuning — teach names & terms how to sound (Marriott → "Marry‑it"), per language and per brand, without touching the script.
  • Compare voices — audition a line across several voices side by side, then commit the best.
  • Built solo as a self‑contained app — bring‑your‑own keys, zero new infrastructure, runs on free tiers — matured from alpha through preview to a shipped 1.1.
Conversational AIText‑to‑SpeechElevenLabsDeepLJavaScriptCloudflare PagesCXone / NICEIVR / IVA
Version 1.1 · self‑serve setupRequest a walkthrough ↗
Internal Tooling

Product Intake Wizard

Product Manager & Builder · JIRA Intake Automation

An internal tool I built for my own product org that turns a work‑intake form or email into a ready‑to‑review JIRA Epic and Stories — no cloning templates, no copy‑pasting, no blank fields to fill. The AI reads the intake, classifies the work, and drafts every field; the PM stays in control — review, answer clarifying questions, edit inline, and approve — then one click publishes the whole linked hierarchy to JIRA, formatted correctly every time.

Product Intake Wizard — the submit screen: drop a completed intake PDF or paste an email/narrative to generate a JIRA draft
Submit an intake — drop a completed intake PDF or paste an email/narrative. The Wizard reads it and drafts the rest; no formatting required.
Product Intake Wizard — the JIRA draft preview: a fully drafted Epic and Story with Problem Statement, Proposed Solution, User Story, and Acceptance Criteria, every field pre-populated, ready to approve
The JIRA draft preview — an Epic and Story with Problem Statement, Proposed Solution, User Story & Acceptance Criteria written for you, every field pre‑populated. Review, edit inline, then Approve & Create in JIRA.
  • Turns a work‑intake form or email into a ready‑to‑review JIRA Epic and Stories — no cloning templates, no copy‑pasting, no blank fields to fill.
  • AI reads the intake and drafts the content — Problem Statement, Proposed Solution, User Story, and Acceptance Criteria are written from what was actually submitted.
  • Classifies the work automatically — decides whether an intake warrants an Epic with Stories, a BAU Story, or a Research Story, and builds the right structure.
  • Pre‑populates every JIRA field correctly — components, labels, Agile Team, Planned PI, Epic Name, and the parent‑child hierarchy are all set by rule, not guesswork.
  • The PM stays in control — before anything reaches JIRA you review the draft, answer clarifying questions, edit inline, and approve; nothing publishes without sign‑off.
  • One click creates it all — the Epic and every Story publish to the project simultaneously, fully linked, in the correct format every time.
Product ManagementAgentic AILLM DraftingJIRA / AtlassianWorkflow AutomationPDF ParsingSAFe · PI PlanningAgile Delivery
Internal product tool · in active useRequest a walkthrough ↗
Game & BrandCreator · Design, Build & Brand
Louis — the real Scottish Fold cat behind the game
the real Louis

Louis isn't just a cat — he's an attitude: the patron saint of lounging, where comfort is a quiet flex. Louis Lounger turns that worldview into a cozy‑competitive cat game — claim the comfiest (and most forbidden) spots, keep your people fond of you, and out‑laze your rivals from Stray all the way to His Royal Loafness. A family passion project run like a real product: a full brand foundation, a shipped & playtested 1.0, and an isometric 3‑D build now in preview.

Louis Lounger 2.0 — isometric low-poly cutaway of Louis's lounge in daylight: spiral staircase, cat tower, record player, and the ‘LOUIS’ to-do board
Louis's Home — the isometric low‑poly 2.0 build. Comfort guaranteed.
Louis Lounger 2.0 — wider golden-hour view of the house with string lights, a garden path, and warm interior lighting
Day to Night — a wider view of the same build and detail at night.
  • Built the brand & IP foundation — positioning, voice, and a comic franchise — with a phased strategy that grows the IP before chasing an audience.
  • Designed the game end to end — a comfort‑and‑approval core loop, a layered economy, hero loadouts, and “cozy, not cruel” sabotage — captured in a full design brief, economy spec, and roadmap.
  • Shipped LL 1.0 as a self‑contained vanilla‑JS build, then playtested it and used the session data to validate the core question — is chasing the comfort fun? — before scaling.
  • Ran it like a product: prioritized the roadmap, cut a true MVP, and phased the build to prove the fun first and de‑risk the hard tech (netcode) last.
  • Now building LL 2.0 — an isometric low‑poly 3‑D build (Three.js → Godot 4) with a teaser site — porting the validated 1.0 systems into the new engine.
  • Shipped Alpha 2.1 — a hidden basement “second act” with its own reward loop and a new cozy spot, plus a real Comfort Codex that turns earned spots, titles, and achievements into a permanent progress record — with movement and feel unified across the whole home.
Brand StrategyGame DesignJavaScriptThree.jsSVG / IllustrationUX
LL 1.0 shipped · LL 2.0 now at Alpha 2.1 in private previewSee the build ↗
Game & BrandCreator · Design, Build & Brand

4TRESS is a top‑down fortress‑defense game about holding a lone campfire against the dark. Survive a wave and your territory expands outward in rings — more room to build, but more perimeter to defend; between waves, one timed prep window to lay walls by hand, buy upgrades, and scout the fog before the next wave rushes in. It all plays out on a large, procedurally‑generated world — grass, forests, rivers, and cliff‑edged plateaus, a different place each run. Built solo in Godot 4 and run like a product — every version is scored against a written “is it fun?” hypothesis, playtested against checklists, and logged; the craft is in the loop, not just the features.

A walled fortress with a gate, house, and farm around a campfire, set in a procedurally‑generated world of lakes, forests, and cliffs — from the game 4TRESS.
“One World” — a player‑built fortress (gate, house, farm, watchtower) gathered around the campfire, in one of 4TRESS’s procedurally‑generated worlds of lakes, forests, and cliff‑edged plateaus. Placeholder‑to‑final art from the licensed Tiny Swords pack; the world, structures, and composition are the game’s own.
4TRESS gameplay — the ‘Wave 1 — Defend!’ banner, the Warden hero card and resources, and a goal tracker counting toward Wave 8, as the player lays the first wall by the campfire.
The real in‑game HUD, mid‑build — hero card, resources, camp & upgrades, and a goal tracker counting toward Wave 8 — as the first wall goes up beside the campfire and the fog holds back the dark.
4TRESS gameplay — fog of war revealing a lake at the frontier while the player builds a walled corner around the campfire before the wave hits.
Fog of war reveals the world in organic shapes — here a lake at the frontier — while you close a walled corner around the fire before the wave rushes in.
  • Designed the core loop around one testable sentence — expansion must feel like a mixed blessing, and spending must create real regret — then built the smallest game that could prove or break it.
  • “One World” — the biggest structural leap: the whole prepare → survive → expand → spend loop moved off a flat prototype grid onto a real, procedurally‑generated world. Enemies navigate the terrain, fog reveals it in organic shapes as you explore, and waves gather out of sight before they rush the camp.
  • Shipped the game’s first full interface alongside the world merge — a hero card, build menu, compass, and goal tracker — plus a wave of combat‑feel tuning so the fortress hardens as you hold the line.
  • Deliberate building — an opt‑in build mode with ghost previews and phase‑gated construction, redesigned mid‑alpha after playtests caught accidental wall purchases at wave edges.
  • Run as a deliberately process‑heavy build in small, internally‑versioned milestones (currently v0.13.0 “One World”), each scored against a written “is it fun?” hypothesis and logged before the next system ships — a public release is still ahead.
Game DesignGodot 4GDScriptProcedural WorldsSystems & EconomyPlaytestingBrand SystemSVG / Illustration
v0.13.0 “One World” milestone build · brand system shipped · in active developmentFollow the build ↗ Play on itch.io ↗
Web Design & App

The Nook

Web Designer & Builder · Site & Booking System

Reviewed the business web presence for The Nook — a cozy, fully‑furnished event space in downtown St. Thomas, Ontario — and rebuilt their online experience to align with their business objectives and a smoother customer buying journey, including a custom availability, request & booking flow.

Current · Live The Nook's current live homepage — full-bleed interior photo hero
Current state — the live site today at thenookstt.com.
Redesign · In review The Nook redesign — sage & cream palette with a 'feels like home' hero and clear booking paths
Future state — the redesign, in final review & feedback. Not yet public.
  • Audited the existing web presence against the owner's business goals, then redesigned the experience around the customer's buying journey end to end.
  • Built a multi‑page site — spaces, micro‑weddings, add‑ons, FAQs — with a consistent brand system and clear calls to book.
  • Designed and wired a custom availability, request & booking flow so enquiries convert without back‑and‑forth.
  • Tuned for trust and conversion: mobile‑friendly layouts, fast static hosting, and SEO‑ready structure.
Web DesignUXBrand SystemBooking SystemHTML / CSS / JSSEO
Redesign in final review · current site liveSee the current site ↗
Web Design & AI

PowerHouse Dance Company

Web Designer & Builder · Brand, Site & Studio Assistant

Reviewed the web presence for PowerHouse Dance Company — an award‑winning recreational & competitive studio in London, Ontario for dancers ages 2 and up — and rebuilt it into a bold, high‑energy experience that matches the studio floor, with clearer program discovery, streamlined registration, and a built‑in “Ask PDC” assistant.

Current · Live PowerHouse Dance Company's current live homepage
Current state — the live site today at powerhousedance.ca.
Redesign · In review PowerHouse Dance Company redesign — a bold violet‑to‑cyan brand with a ‘find your power’ hero and clear program & registration paths
Future state — the redesign, in review & feedback. Not yet public.
  • Audited the existing site against the studio's goals, then redesigned the experience mobile‑first around how families actually choose a studio.
  • Built a high‑energy gradient brand system with a clear hierarchy — hero, program tracks, competitive team, summer camps, and trust‑building stats.
  • Streamlined the path from browsing to registered — program discovery → class details → registration — with fewer clicks and dead ends.
  • Added an “Ask PDC” assistant that answers common questions — ages, pricing, schedules — instantly, easing repetitive email & phone load.
  • Tuned for trust and conversion: mobile‑friendly layouts, fast static hosting, and SEO‑ready structure.
Web DesignUXBrand SystemRegistration FlowAI AssistantHTML / CSS / JSSEO
Redesign in review · current site liveSee the current site ↗
Enterprise

Voice Channel Modernization

Product Manager · Global Contact Centre Technology
Ongoing · current role

Ongoing product work modernizing the voice channel across a global contact‑centre estate — 20+ centres spanning North America, CALA, APAC & EMEA — covering call routing configuration, IVR/IVA call‑flow design, and the CCaaS platform tooling that front‑line agents and callers depend on.

  • Product Owner of the NiCE CXone Voice Platform, supporting call‑routing configuration and IVR/IVA call‑flow journeys across global contact centres serving guests in 18+ languages.
  • Partners with operations, engineering, and vendors to translate business events into reliable, in‑production caller experiences.
  • Brings agentic and conversational AI into the contact centre responsibly — assistive, measured, and operations‑aware.
  • Documents releases and runs delivery with agile practices, keeping stakeholders aligned from intake to launch.
Voice & Contact Centre
CCaaSNICE CXoneNICE CXone StudioAvayaCall RoutingIVR / IVAWebRTC
Conversational & Agentic AI
Conversational AIOmiliaAI Omni-Directional Noise Cancellation
Workforce & Analytics
NiCE IEX WFMNiCE AI Performance ManagementPower BI
Security & Network
GlobalProtectNetskopeThousandEyesIsland Enterprise Platform
Delivery & Workplace
Agile DeliveryJiraServiceNowSalesforceWindows 365Microsoft Multimedia Redirection for VDI
Toolkit

Agentic AI Enablement

Product & Practice Lead · AI Tooling
Ongoing practice

A running practice of applying agentic and generative AI to real product and operations work — from copilots like Claude, ChatGPT, and Copilot for research and authoring, to directing an embedded coding agent in Cursor to build full working tools with the PM as product owner. Assistants, pipelines, and tools that earn their place in day‑to‑day delivery.

  • Designs AI‑assisted workflows that compress research, documentation, and authoring from days into a single session.
  • Directs embedded coding agents in Cursor through multi‑step builds — API integration, UI, and automated workflows across a full codebase — as product owner, not by writing code by hand.
  • Ships the practice as real tools — like the Product Intake Wizard, an agentic tool that reads a work intake (form, email, or PDF), classifies it, and drafts a review‑ready JIRA Epic & Stories for a PM to approve.
  • Sets the guardrails — where AI assists, where a human decides, and how quality stays high.
  • Shares the practice through working documentation and reusable templates for the team.
CursorClaudeChatGPTCopilotCrestaAtlassian RovoAgentic AIAI‑Driven DevelopmentHuman‑in‑the‑loopPrompt Engineering