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KIXEYE

CLIENT: 
Casual Collective / KIXEYE

ROLE: 
UX Designer

DURATION:
2011 - 2014

PROJECTS:
Backyard Monsters, TOME: Immortal Arena, War Commander, Vega Conflict, Backyard Monsters: Unleashed (mobile), War Commander: Rogue Assault (mobile)

 

UX Designer / UX Prototyper / UI Engineer

 

KIXEYE would be my first significant step into the games industry. I would join as employee #20 and from 2011 - 2014 I would watch the company grow to over 450 in less than two years. I would have a front row seat to the rise and fall of Facebook social gaming and would be a major part of the effort to transition the studio into the mobile first market of free to play gaming. Like the company my career would experience rapid growth as I went from a Flash UI Engineer into a UX designer.

My responsibilities would include wire framing user flows, designing usability of key systems, working with product owners on monetization, presenting best practices, and forming partnerships with product managers and executives.  I would have the opportunity to contribute and ship over 5 titles during my time there. However unlike fine wine, old UX and wireframes do not age well and there is only a small sample of my work left.

 
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KIXEYE, from Facebook to Mobile

Backyard Monsters, Backyard Monsters: Inferno, War Commander, Battle Pirates, War TOME: Immortal Arena, War Commander: Rogue Assault, Backyard Monsters Unleashed

 

Core design pillars used to guide feature designs and help consider if a feature is worthwhile.

 

EXAMPLE WORK: