Lead UX Designer for multiplayer and live-service games

I design complex game systems, from character progression to social features to rewards, and build the prototypes and practices that help teams ship them

Project Cosmos

Sprocket Games

Designing character progression and end-of-session flows for a multiplayer survival-crafting game.

Spellbreak

Proletariat

Simplifying social and progression features so engineering could build them fast.

Divine Knockout

Hi-Rez Studios

Collection, progression, and rewards systems for a live-service game on PC and console.

Hearthstone

Blizzard

Battle pass and new feature visual development for the Hearthstone IP.

Marvel Puzzle Quest

Demiurge

New style visuals

Archer: Danger Phone

East Side Games

Various end-to-end feature design and implementation.