CV

CV.



EXPERIENCE.

Voldex Games
Contract UX Designer
Driving Empire
(November 2023 – December 2023) Remote

Worked closely with CPO and Product Managers to consult and produce feature redesigns for Driving Empire, a UGC Roblox game in the Voldex portfolio and the #1 racing game on Roblox with over 1B visits. Worked with lead game designer and CPO to iterate on UXUI revisions to key features such as the HUD, Dealership (Store) UI, and brand new mobile and crossplay UI and interactions.

Vinci Games
Contract UX Designer
Blacktop Hoops
(August 2023 – October 2023) Remote

Worked with the team to reskin and rebuild their prototype UI from their Beta Launch for their holiday release. Would work with stakeholders, programmers, and game design to provide new UI design direction for their VR basketball game and work through desired examples and integrate UI and assets into Unity.

Elodie Games
Lead UX Designer
Unannounced Title
(October 2021 – July 2023) Remote

Working with another ex-Riot spinout tackling the next generation of crossplay co-op gameplay and experiences. Joining the team after a recent Series A, I was responsible for taking over UX efforts on mapping their Meta-game UX&UI. I would also contribute towards Product Strategy and consulting with founders with insights and working with leadership to re-charter new initiatives. My responsibilities included developing UX Wireframes, developing metagame systems, helped to establish UI design systems and feature pipelines, develop product features towards best practice live “GaaS” ops, advise on UR playtests, and kick-off the UXUI team from the ground up.

Odyssey Interactive
Contract UX Lead
Unannounced Title
(May 2021 – August 2021) Remote

I had the amazing opportunity to work with the incredibly talented TFT team in their new startup venture. Working with the team remotely, I joined to help kickstart their UX and UI efforts from their prototype phase. My responsibilities include taking ownership of UX design, wireframing all core flows, In-game HUD, designing initial social systems, tournaments, establishing tools infrastructure and providing UX Strategy. 

Kabam Games
Lead UXUI Designer
Disney Mirrorverse
(November 2018 – April 2021) Vancouver, BC

I would take  over the UXUI team and join a game that was struggling to meet tight deadlines on its way towards World Wide Launch.  My responsibilities included managing and prioritizing team features and deliverables as well as handling cross-team communications and partner relationships and approvals.  During this time I would help to lead the UX team through several pivots, advocate for Lean UX principles, and contribute to solving the product’s KPI challenges.

Taunt
Game UX / Product Designer
(Aug 2017 – Nov 2018) Seattle, WA

As the first employee to join the small startup being incubated out of Pioneer Square Labs, I would join as a Product Designer to help re-imagine new experiences from applying machine learning and computer vision for League of Legends esports. We would aggressively experiment and release new iterations of an emerging esports viewing competition app targeting high profile events such as the World Championship and NALCS Finals. 

At the startup, my role would be expansive from providing product strategy for F2P player motivation, adapting features to quiz gameplay, and advocating for authentic esports experiences. I would also help define content strategy, staffing live operations, plan live collegiate events promotion, and setup user research with playtests and Playtest Cloud to help reinforce user centered design approaches.

Z2 Games / King.com
Senior UX Designer
Rise of Tyrants, Paradise Bay
(July 2015 – August 2017) Seattle, WA

As the UX designer on the Paradise Bay team, a live top 150 ranked casual resource management game with over 90,000 concurrent users, I would help to reshape the product alongside the product team and help advocate for user centered design.  During our time on the project the product manager (as Product Owner), lead game designer, and myself would form the core Product Team and drive a 40% increase in ARPU.  We rallied the team to engage users with new monthly event driven content, optimizing increased engagement and monetization in “Trade Fests”, perform radical product experimentation tests, and would deliver the best performing ad incentives at King with over 60% of the player base engaging in incentivized ads. 

ARENANET
UX Designer
Guild Wars 2, Guild Wars 2: Heart of Thorns
(September 2014 - July 2015) Seattle, WA

Joined as part of the Web Programming team to contribute towards improving the customer experience and provide UX improvements for the upcoming release of Guild Wars 2's first expansion, Heart of Thorns.  Would work on several web campaigns, e-commerce, and site redesign.  Consulted with Developers, Marketing, UI, Analytics, Commerce, Customer Service, and Executives to advocate UX best practices and help establish usability and engagement as a priority. 

KIXEYE
Senior UX Prototyper / UI Engineer
Backyard Monsters, Backyard Monsters Unleashed, TOME, War Commander, Vega Conflict, War Commander: Rogue Assault
(April 2011 - June 2014) San Francisco, CA

Extensive experience in developing and maintaining free-to-play social and mobile games. Primary responsibilities ranged from forming partnerships with producers and key stakeholders to ensure usability and quality experience on products and features, validating game design specs, UI implementation, UX design, mobile interaction design, and prototyping. Designed UI systems, not just screens. 

Early hire (#20 of 450+) starting as a front-end developer on Backyard Monsters. Advanced into Interim Lead on BYM and UI Engineer on KIXEYE’s first Unity title, TOME. Transitioned into UX Designer and Prototyper across multiple titles. Led UX Design on KIXEYE’s mobile titles BYM:U and WC:RA. Would design NUX, implement wireframes, mobile interactions, work with key stakeholders to improve  game designs, and iterate on game’s UX. 


SKILLS.

UX Design, Product Design, Prototyping, Creative Leadership,  Interaction Design, Game Design & Programming, Strategic Presentations, User Research, Collaborating with Product Managers, Wireframes, User Behavior, Data Science, Mobile Best Practices, F2P Game Design, Competitive Game Design.


TOOLS.

Sketch, Adobe XD, Figma, Invision, Playtest Cloud, GV Design Sprints, Power Point, Flash, Photoshop, GitHub, Visual Studio, Illustrator, Unity, Unreal, Tableau, Maya, Scrum, Agile, Lean UX


LANGUAGES.

C#, Actionscript 3.0, C++, XML, Java, PHP, Python, React Native, Chinese (Mandarin)


EDUCATION.

B.S. Game Art & Design 
Art Institute of Portland (2003 - 2006)

Undergraduate Computer Science
University of Portland (2001 - 2003)

 


INTERESTS.

 

Coffee, Creative entrepreneurship, Competitive gaming & esports, Product Design, Player Psychology,  User Behavior, Player Dynamics, Game Development, Machine Learning, Art, Culture, Design, Futurism, NUI, IA, Infographics, Interactive Art, Music, VR, AR, 3D Printing