DESIGN IS TEAMWORK
Rough game designs were started by our game design team. I worked closely with another designer where we set our own UX pillars as we collaborated with the game design team, art director, narrative designer and tech team to develop a cohesive and consistent experience to serve the gameplay and business needs.
PROCESS
We conducted extensive usability tests, focus tests, internal playtests and requested continuous feedback from the team. It was important to me to initiate user research projects to make sure we were appealing to our target audience and knowing the competition/market trends. I worked closely with developers to build efficient and scalable design solutions for the game—also ensuring our UX patterns were re-used as often as possible. Wireframes and prototypes was my means to communicate the solutions with team members and stakeholders.
After the product launched, one project I had was to start A/B tests on the membership purchase funnel. I created design improvements on the membership offer screen that resulted in a higher conversion rate, contributing an extra $100,000 revenue to the business.
When a product ships, development isn’t over. After our worldwide release in March 2017 we came up with a live-ops strategy to continue development we wanted to do as well as regular smaller updates to keep the community engaged.
ACCOMPLISHMENTS
• Clothing designer feature (UGC)
• Account creation
• Membership purchase funnel
• Integrating accessibility system into game
• Expanding game and UX systems to handle multiple platforms (PC + Mac + Android)
• Player chat and communication features
• Unity UI implementation development support for team
• Proprietary pipeline system for internal team to provide efficient continuous development in tight deadlines
Famous Club Penguin Island Fan who posts their experiences
Why pins? For fans and cast members, it's a big part of the Disney culture to collect and trade pins! After getting my first couple pins at Disney I got hooked and decided to start designing them so myself and the team could enjoy and collect them. It's been so much fun!
I was the lead designer that organized pin production, completed design concepts, was the direct and main contact with the vendor, approver, and distributer of these exclusive desirable collectibles.
Game Director @ GREAT BIG BEAUTIFUL TOMORROW
Mar 2024—Present
Senior Lead UI/UX Designer @ GREAT BIG BEAUTIFUL TOMORROW
Sept 2023—Mar 2024
Senior Lead UI/UX Designer @ OOOH INC.
2019—April 2023
UI/UX Designer @ DISNEY INTERACTIVE
2009-2018
Player Support Representative @ DISNEY INTERACTIVE
2006-2009
Figma • Illustrator • Google Sheets/Slides • PopSQL • Unity + more
As a seasoned Lead Product Manager, I bring proven expertise from my role as Game Director at Great Big Beautiful Tomorrow, a startup where I manage 12 direct reports and collaborate directly with the CEO. I excel in collaborating with cross-functional team members, creatively directing features using my UI/UX design background, and leveraging analytics and user research to prioritize impactful outcomes.
My ability to blend strategic vision with hands-on execution ensures innovative, user-focused products that drive success—all while fostering team synergy and meeting critical goals.
“I believe social community is at the heart of games. Watching players and hearing from them remind me of the reasons why we build games in the first place.”