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.
I worked with the talented TFT team on their new startup venture, remotely, joining to kickstart their UX and UI from the prototype phase. I owned UX design: wireframing all core flows, the in-game HUD, the first social systems and tournaments, establishing tools infrastructure, and UX strategy.
Odyssey's mission is to ignite the competitive spirit of a younger generation. To help, I gave the team "Lunch and Learn" presentations on audience insights, on designing for Gen Z versus Millennial gamers. Key insights on creating "third places" and being hyper community focused played well into Odyssey's strengths and Discord community strategy.
For the next release I worked with stakeholders on the user flow, and delivered wireframes and UXUI concepts for the gameplay HUD, lobby, player profile, social systems, and community and tournaments. The "Party Bus", a playful take on a party lobby, grouped players immediately into a game and let them hop on or off whenever they chose. For teams, LoL's Clash was the example of what good looks like: creating a team, an identity and joining a tournament had a "shonen tournament arc" feel, so emblems were a natural choice.