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.
KIXEYE was my first significant step into the games industry. I joined as employee #20, and from 2011 to 2014 watched the company grow to over 450 in less than two years. I had a front-row seat to the rise and fall of Facebook social gaming, and was a major part of the effort to move the studio into the mobile-first market of free-to-play. Like the company, my career grew rapidly, from Flash UI engineer to UX designer.
My responsibilities included wireframing user flows, designing the usability of key systems, working with product owners on monetization, presenting best practices, and partnering with product managers and executives. I contributed to and shipped over five titles there: Backyard Monsters, Backyard Monsters: Inferno, War Commander, Battle Pirates, TOME: Immortal Arena, War Commander: Rogue Assault and Backyard Monsters Unleashed. Unlike fine wine, old UX and wireframes do not age well, and only a small sample of the work is left.