UX & product designer · maps, 3D & branded digital experiences

Maps, 3D, and interfaces that ship.

At Mapbox I work with product and engineering on navigation, automotive demos, and specialist tools where clarity matters under pressure.

Evgeny Tabolich
Practice

Research, systems, handoff

Decisions are grounded in how people use the product and what the map 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 assets & fragments

A reusable 3D roadside library and fragment-based demo architecture: regional research, hundreds of models, and filtering that matches real road data.

  • HD reference across US, EU, JP; BMW-aligned style spec
  • Org-wide reuse instead of ad-hoc props per demo
  • Partner-facing demos stay on-brand under Standard
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Tooling & operations

03

Unified 3D model manager

From Drive folders to one system: upload, QA gates, staging vs production, and handoff engineers can rely on when volume passes thousands of models.

  • Statuses and validation that cut broken uploads
  • Flows for artists, QA, and content managers under load
  • Integration with Blender, S3, and map preview
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04

Demo tooling & demo ops

Internal tools and glue so demo teams scale: style checks, geo helpers, Building Box, and automation where Map Design was the bottleneck.

  • Browser tooling, GeoJSON workflows, X-Masbox-style shortcuts
  • Validators and onboarding so turnaround drops without losing quality
  • GLB and pipeline hooks for flagship automotive demos
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Demos & visual systems

05

Colorization for 3D buildings

HSV-based color tied to logical model parts: landmarks stay flexible like the rest of the map without breaking materials or team mental models.

  • Hue ranges and JSON overrides instead of endless material renames
  • Ready for PBR-style logic and city-scale consistency
  • Blender 4.2 assignment and vertex bake for downstream parsing
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06

Flagship demos & film

High-visibility styles and deliverables: exploratory renderer work (e.g. Tron), pedestrian automation for automotive demos, and keyframe tooling for CES-style flythroughs.

  • Style narratives within gl-native constraints and ship deadlines
  • Keyframe recorder branch for repeatable cinematic output
  • Motion and story when footage is the product
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Now

Map and 3D design language

Landmark and procedural color, regional palettes, and fragment-based demo architecture are moving with the current map roadmap. I am helping define how that stays expressive and controlled as the platform evolves.