Hi, I’m Falco, a Lead UX Designer for multiplayer and live-service games.

I’m a Lead UX designer with over a decade of experience shipping player-facing features in multiplayer and live-service games, across PC, console, and mobile. I’ve worked on titles including Hearthstone, Divine Knockout, Spellbreak, and Rocket League.

I specialize in complex game systems like character progression, social features, rewards, and stores. I build the prototypes, component libraries, and UX practices that help teams get them built. I like working where creative vision meets technical reality: finding the simplest design that holds up in production, and mentoring designers so they can own problems themselves.

My background in UI art, illustration, and 3D means I can take a feature from first flow to final polish.

When I’m not designing, you can usually find me out on a run, on the couch watching wrestling, or hanging out with my three dogs, who are easily my favorite coworkers.

Lead UX Designer, Aspiring Unicorn Games (Rocket League)
June 2025 – Present
Work on the live-service game Rocket League. Involved in creating UX systems, feature definition, and cross-discipline leadership. Created component libraries and robust playable prototypes, and presented features to leadership and technical teams. Collaborated with product, marketing, and creative leads to build an improved franchise from the ground up. Established UX practices and mentored junior designers, creating space for designers to own problems themselves.

Senior UI/UX Designer, Sprocket Games (Cosmos)
July 2023 – March 2025
Owned the end-to-end UX process across the game, from feature definition and prototyping through playtesting and iteration. Collaborated with the Creative Director to establish a streamlined UI/UX pipeline and partnered cross-functionally on implementation, art requirements, and content delivery. Translated feature needs into clear tasks for the art team and refined designs based on playtest feedback to improve usability.

UI/UX Designer, Hi-Rez Studios (Divine Knockout)
February 2022 – July 2023
Led UX flows and features for Divine Knockout, a multiplayer live-service game. Established component libraries, and created prototypes and video examples to sell feature ideas. Collaborated across disciplines to create features including: God Collection, Move List, God Pass, and Awards]. Created robust UI and UX designs that tied the game’s theme together.

UI/UX Designer, Demiurge (Hearthstone & Marvel Puzzle Quest)
November 2020 – January 2022
Designed user flows and UI for live-service features on Hearthstone, working within its established visual and UI standards. Contributed to the Battlegrounds feature and the development of a new Battle Pass. Established accessibility practices that improved the usability of new features for a broader range of players. Also created 2D illustrations and 3D assets in support of the team.

Lead UI/UX Designer, East Side Games (Archer Danger Phone) Contract
July 2020 – October 2020
Owned end-to-end UI/UX design, from wireframes and prototypes through animated Unity implementation. Designed social features, menus, modals, illustrations, and reusable icon libraries. Partnered with external teams to establish and maintain efficient art-production pipelines.

UI/UX Designer, Proletariat (Spellbreak) Contract
June 2020 – October 2020
Designed wireframes, high-fidelity flows, and production-ready UI assets for features including quest systems and the new-player experience. Partnered with UX and product teams to define functional and visual requirements, then implemented UI in Unreal Engine using established technical standards and design systems.

UI/UX Designer, Disruptor Beam (Star Trek Timelines)
June 2019 – March 2020
Created a new visual style to refresh the game’s legacy interface and built animation prototypes in Unity. Owned features and documentation, and redesigned artwork across the game.

UI Artist, Game Show Network (GSN Casino)
August 2014 – July 2016
Owned the visual design and UI production for the GSN Casino mobile app, partnering with producers and engineers from concept through live implementation. Coordinated art and marketing pipelines across the Boston and San Francisco teams, created and animated UI and promotional assets in Unity, and established asset-management processes to improve production efficiency.

Art Director, Project: Stamina Personal Project
May 2018 – June 2021
Led the visual direction for Project: Stamina, guiding artists, 3D modelers, and animators in the creation of characters, environments, animations, and game assets. Contributed across feature planning, production, UI/UX, 3D modeling, texturing, and overall creative development.

Let’s talk.

I’m currently open to Lead and Principal UX roles in multiplayer and live-service games. If you’re building complex game systems and want a designer who can own the problem from first flow to final implementation, I’d love to hear from you.

The best way to reach me is the email below or LinkedIn. If you’re a recruiter or hiring manager, a note about the role, the team, and the platform(s) is the fastest way to get a reply!

I also take on select freelance UI/UX projects :)