UI/UX Tools

  • I primarily use Figma for all of my UI mock ups. I’ve created simple wireframes and finished UI for WWE 2k and Playback Rewards.

  • I have used Miro for some UI/UX design as well as team organization to compile notes and feedback on a teamwide level.

  • I have used Photoshop to create UI assets that I then port into Figma or Miro. This includes 3D buttons, borders, and intricate tiles.

Technical

  • I have used Excel or Sheets many times to compile troves of data and parse them into a legible format to inform the design of a feature.

  • I have written scripts to enhance my spreadsheets, for personal projects, and to improve the content pipeline for WWE 2k25.

  • I’ve analyzed economic data for MyFaction and MyGM in the WWE 2k series to help balance the modes, giving players a consistent progression experience. I’ve also analyzed live player data for Disney Heroes: Battle Mode and Playback Rewards to inform the design of a feature and A/B test minor features.

Engine

  • Yukes is the proprietary engine for the WWE 2k series. I have scripted and implemented stats directly within the engine in order to deliver content or balance systems for MyFaction and MyGM.

  • I have used Unity to build Color Tumble and Atoll to Pay, personal projects you can find in my Projects section as well as the larger Fantasy Sim Project I’m working on now.

  • I have used Unreal engine to build personal projects and have taken courses to learn the engine inside and out.

Leadership

  • I managed a single designer in my time at Scopely and managed a team of 6 designers while I was Design Director at Lost Boys Interactive. My primary focus when managing designers is growth. I find when you help them achieve their goals, designers will work hard and generally remain professional.

  • As the most senior designer at Playback Rewards and Lost Boys Interactive, it was my responsibility to identify issues and design solutions for them. My process identifying and exploring an issues, gathering team feedback, and presenting multiple solutions to discuss with stakeholders.

  • Solving problems is a factor of what the problem is and how much time and manpower you have to fix it. After transferring to the MyFaction team, my first responsibility was getting Faction Wars ready to ship which required several creative solutions. I broke down the mode’s core loop and what we could cut while maintaining that core loop. With the time we saved, we were able to implement minor features that enhanced the core loop and greatly improved the mode.

Organizational

  • I have been using JIRA for my entire career and was responsible for organizing tasks for the design team as Design Director at Lost Boys Interactive.

  • While working on MyGM and MyFaction, I ported our designs to Confluence and created an organized tree of our feature designs.

  • I have been trained in agile methodology from the start of my career.

Communication

  • Composing messages, providing written feedback, and writing designs are all part of my daily tasks as a designer. I have years of experience in crafting concise and clear designs and feedback while remaining professional.

  • While at Scopely, I negotiated on behalf of the team with a representative from Warner Bros to create exciting characters that were congruent with the Looney Tunes universe. Furthermore, I have always presented my designs verbally, kicking them off with the entire team in order to clearly communicate the needs of the design and discuss any potential issues.

  • I have assisted in writing technical documentation for Playback Rewards and have written dozens of clear, concise GDD’s for a wide variety of features and systems.