Product designer · spatial UX, internal tools & real-time map demos · Mapbox

Maps, 3D, and interfaces that ship.

At Mapbox I work at the intersection of product, design, and engineering — geospatial systems, operator-centric tooling, and high-stakes demos where clarity and throughput matter.

Evgeny Tabolich
Practice

Research, systems, handoff

Decisions are grounded in how people use the product and what the platform allows, then expressed in components, specs, and documentation so the same standards hold across teams, partners, and releases.

Work

Where the work lives

Map & 3D content

01

Mapbox 3D buildings

Vision to product for B2B-embedded 3D: benchmarks, a repeatable visual language, and pipelines that scale across cities without one-off heroics.

  • Research against major map players; position when the market moved
  • Cleanup and replacement strategy for legacy, inconsistent assets
  • Aligned with Mapbox Standard and customer expectations
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02

Roadside 3D, signs & fragment style

Symbolic map for automotive: 3D roadside detail and road signs locked to HD road data, not decoration. Tagging and style expressions so the same fragment pattern scales from Japan MVP to EU, US, and partner demos.

  • Scoping signs for data quality, auto placement, and navigation relevance
  • Asset system + map style: tags, expressions, regional look (JP, EU, US)
  • Used on drive demos; production tied to large automotive programs
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Tooling & operations

03

Unified 3D model manager

From S3 and a simple uploader to validation, Blender handoff, Jira-linked releases, and multi-environment deploys - one pipeline for 3D buildings on the basemap as the team grew.

  • Figma prototyping, UX flows, and a component library for fast iteration
  • Web + Blender checks, versioning, map placement, QA at release scale
  • Production workflow; Jira-linked releases across staging and production environments
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Standard & landmark color

04

Landmark colorization In progress

HSV-based system for 3D buildings so teams recolor landmarks without renaming materials or forking the pipeline—aligned with Standard and future PBR-style logic.

  • Replaced brittle material names with logical parts + hue ranges and JSON overrides
  • Blender authoring, vertex data, and programmatic adjustments at scale
  • Same mental model for artists and handoff to rendering
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Now

Design language and systems

3D landmark color, regional visual treatments, and demo architecture are moving with the product roadmap. I am helping define how the design language stays expressive and controlled as the platform and partner programs evolve.