As the first product designer at a fast-growing games company, I set up how design and product worked, helped grow and lead a team of twelve designers, and shipped player-facing products across their games and platform.
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Altar of Sacrifice
Turning a risky reward draw into a moment players trusted, with a guarantee that lifted confidence after the first sale.
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Eri's Store
A game store assembled from proven parts on a short runway. It handled all of the game's primary sales revenue and became the base for two more games' stores.
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Band of the Wolf
An alternate reality game on a small budget that made the set the best seller since launch.
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TikTok Top Moments
Helping TikTok work out what their creators' collectibles should and shouldn't promise, and building auctions fast.
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Immutable X Marketplace
A lean marketplace shipped in six weeks, so players could keep trading from day one of a new platform.
I joined a celebrated game studio as they were inventing new ways to play, built their player research practice from ad-hoc playtests, and helped teach a new camera how people move.
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Fantasia: Motion as magic
Gesture design for Fantasia, with Disney, and an unreleased Xbox One game.
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Dance Central: Finding the fun on a deadline
A bestselling Kinect launch title, built while the camera was still being invented.
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Rock Band: Founding player research
Turning ad-hoc playtests into a practice the whole studio took part in.