Archive
Twelve years of game development before the AI-era. Listed for shape and the archives.
Voldex Games · Nov – Dec 2023
Driving Empire
Contract UX Designer. Feature redesigns with the CPO and product managers on the number-one racing game on Roblox: the HUD, the dealership store, and new mobile and crossplay UI and interactions.
Platform scale
over 1B visits
Driving Empire, lifetime

Elodie Games · Oct 2021 – Jul 2023
Elodie Games →
Lead UX. Built the UX/UI function from the ground up post-Series A: metagame systems in Unreal, design systems, feature pipelines.
Odyssey Interactive · May – Aug 2021
Odyssey Interactive →
Contract UX Lead. Joined the ex-Riot TFT team at prototype phase to start UX from nothing: core flows, in-game HUD, social systems, tournaments, and the internal tooling.
Kabam Games · Nov 2018 – Apr 2021
Disney Mirrorverse →
Lead UX/UI. First-time experience rebuilt from research through implementation, plus the saga-map, progression and gacha rebuilds for the 2020 pivot to an Action-RPG brawler.
Pioneer Square Labs · Aug 2017 – Nov 2018
Taunt →
Founding product designer and first employee. Computer vision and machine learning applied to live League of Legends esports.
Concept to first live experience
2 months
Worlds 2017
Reach
played online and at 20+ college watch parties
Worlds 2017
King.com / Z2 · Jul 2015 – Aug 2017
Paradise Bay →
Senior UX on the core product team of three. Event-driven content economy, daily objectives, collection systems, and the Ad Bird rewarded-ad incentive.
ARPU
+40%
Paradise Bay, live
Players engaging with rewarded ads
over 60%
Paradise Bay, live
Installs
50–60M
Paradise Bay, lifetime
Peak DAU
2.1M
Paradise Bay, live
ArenaNet · Sep 2014 – Jul 2015
Guild Wars 2: Heart of Thorns →
UX Designer embedded with the web programming team on e-commerce, campaigns, and the site redesign.
KIXEYE · Apr 2011 – Jun 2014
Backyard Monsters, War Commander and others →
Front-end developer to senior UX prototyper. Started on Backyard Monsters, became interim lead, then UI engineer on KIXEYE's first Unity title, then UX designer and prototyper.
Joined as
employee #20 of 450+
KIXEYE, 2011–2014
Live titles worked across
six free-to-play titles
KIXEYE, 2011–2014






