Lisa Sandoval
Creative Strategy // Original Programming
A note on what you're seeing
The Apple TV work lives inside Apple's internal systems. As a contractor, I don't retain access to source files, design assets, or internal tooling post-engagement. What's shown here is sourced from what's publicly visible in the product itself screenshots, app captures, and broadcast frames not from the original files I worked from.
The Meta Quest VR work was built for headsets. There is no meaningful browser equivalent for an immersive live concert or a spatial sports experience sizzle reels and marketing clips are the closest proxy, and they significantly undersell the actual experience. The work was designed to be felt, not watched on a screen.
Apple
Internal initiative.




Internal files. Examples visible in the product.


Internal files. Examples visible in the product and upon request.


POR (Messi, player-forward) delivered a 7.6% higher impressed-to-tapped ratio vs. the all-clubs treatment. First time Apple Sports validated a creative decision with data instead of assumption.
Partnerships with Apple
App Store: #132 → #4. In one year's time, showed significant growth in the App Store rankings.




Meta Quest
Lyft
A note on this work
As a creative strategist, my role is developing the concept, setting the principles, writing the brief, and shaping the work through judgment and critique not executing the design itself.
The Apple TV work lives inside Apple's internal systems. As a contractor, I don't retain access to source files, design assets, or internal tooling post-engagement. What's shown here is sourced from what's publicly visible in the product screenshots, app captures, and broadcast frames.
The Meta Quest VR work was built for headsets. There is no meaningful browser equivalent for an immersive live concert or a spatial sports experience. Sizzle reels significantly undersell the actual experience. The work was designed to be felt, not watched on a screen. Happy to walk through any of it directly.




