
AAA Game Designer
Uncompromising Quality, Bold Creativity, Unforgettable Gameplay
What I Do
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Before I moved into game development, I worked at one of Chicago’s first dedicated UX/UI agencies. I led user research, translated user behavior into actionable design insights, and helped create clean, intuitive experiences. Today, I bring that same human-centered approach to game development—ensuring every mechanic and system puts the player’s experience first.
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Whether narrative-driven or systems-focused, every game benefits from strong storytelling. I apply a refined sense of pacing, tension, structure, and payoff to enhance player engagement—crafting experiences that feel meaningful, memorable, and emotionally resonant.
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As a seasoned veteran of agile project management and iterative design, I know these processes drive both creative excellence and project efficiency. They allow me to prioritize effectively, mitigate risks, and ensure projects stay on track from concept to completion.
XDefiant
Free-to-Play Live Service FPS shipped in May 2024
Studio
Ubisoft San Francisco
Year
2021-2024
My Role
Game Design Intern, Associate Game Designer II, Game Designer
Teams Supported
Weapons, Progression, MTX, Factions Design
Feature Highlight
Season 2, Highwaymen’s Revved Passive Trait
Contributions
Original Concept Pitch, Design, Prototype, Iteration, Design Polish
Design Goals
Our goal was to make Highwaymen’s gameplay thrilling, and give players a rush of power as they go on unstoppable frenetic killing sprees. At the same time, we had to ensure that enemies felt gameplay was fair, and ideally give them a thrill at halting the Highwaymen’s momentum.
Results
Season 2 was one of XDefiant’s most successful, and Highwaymen were our most celebrated faction. Players largely attributed Highwaymen’s fun to Revved, and while they sometimes called it OP, it generated almost no negative feedback from enemies, striking the balance we’d hoped to achieve.
WomXn Develop at Ubisoft
Spec Design for Design Competition
Project
Womxn Develop at Ubisoft Contest Entry
Year
2020
Design Goals
The goal was to design a new Rainbow Six Siege operator who would target a specific audience demographic.
Results
The design process provided an interesting opportunity to demographically target a design. I built my case starting with in-depth audience research, then establishing design goals, and finally creating a design that fit within the world and systems of R6S, but still embraced fresh new gameplay possibilities.