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.