Off The Grid
From the foundations of player engagement to design leadership and product direction.
ONE AAA PROJECT / GROWING RESPONSIBILITY
Senior Player Engagement
Systems DesignerPlayer motivation, progression and live-service foundations.
Lead Game Designer
Overall design leadership across multiple feature teams.
Associate Game Director /
Junior Product DirectorGame direction, product priorities and cross-platform delivery.
CONNECTED RESPONSIBILITIES
My design leadership and later direction roles connected the broader game, its feature teams and its product priorities.
- Game
- Systems design · Core gameplay · 3C · Missions · AI enemies & PvE · Multiplayer · Narrative coordination
- Meta & Live Service
- Engagement · Progression · Metagame · Economy · Rewards · Monetization · LiveOps
- Player experience
- UX / UI · Onboarding / FTUE · Playtesting · Research-informed iteration
- Leadership
- Design organization · Feature direction · Hiring & coaching · Design standards · Cross-disciplinary coordination
- Product & delivery
- Strategy · Analytics & KPIs · Experimentation · Release priorities · PC / console certification · First-party & partner coordination
Connect the first session
to the long game.
Moment-to-moment combat needs a reason to matter beyond the match. My early work defined the foundations of progression, rewards, player engagement, economy and live-service systems.
I used player psychology, prototypes and playtest results to examine motivation, then worked across disciplines to turn promising concepts into systems that could be built and maintained.
Scale people without losing design coherence.
I built the design organization from roughly five to more than 25 designers across feature teams, hiring and developing senior designers and leads.
Career frameworks, coaching, design standards and shared processes helped people take ownership. The challenge was to preserve coherence as decisions moved into more hands.
Growing the discipline meant developing leads, clear ownership and the conditions for teams to make strong decisions independently.
A feature changes
the game around it.
Progression changes the value of rewards. Rewards affect the economy. The economy shapes monetization, while UX determines whether any of it makes sense to the player.
I guided design across gameplay systems, metagame, engagement, progression, economy, UX and LiveOps. Shared design intent helped feature teams work through the dependencies.
From design craft
to product direction.
As Associate Game Director and Junior Product Director, my responsibility expanded to product strategy, priorities, roadmaps, KPIs, releases and platform coordination.
Working with studio leadership meant weighing player value against production capacity and long-term product needs. Direction had to make those priorities clear enough for teams to act on.
Good direction gives teams enough clarity and ownership to make strong decisions without waiting for the director in every room.