EXPERIENCE

EXPERIENCE

King (Microsoft, formerly Activision Blizzard)

UX Designer

Candy Crush Saga

  • Revamped FTUE (First Time User Experience) for 1M+ new players/day — cut redundancy, improved clarity, and reduced time-to-gameplay — resulting in +5% D1–D7 retention and +3% early-game revenue by embedding core mechanics and economy education in low-friction flows.

  • Co-owned the FTUE renovation roadmap, uniting core gameplay and player lifecycle workstreams; led problem framing, backlog creation, and prioritization with PM & Engineering, aligning milestones and KPIs across teams.

  • Lifted top-spender revenue 3% by turning late-game (End-of-Content) progression into milestone-based celebrations that reinforce growth and mastery.

  • Extended sessions 2% and drove 1.5% revenue uplift (200M+ MAU) by streamlining opt-in for Bonus Round, a post-loss continuation feature, and reducing decision friction.

  • Increased level-designer efficiency 25% by leading end-to-end product design of AI-assisted level-design authoring tools; replaced spreadsheets with automated flows, inline guidance, and human-in-the-loop validation, and standardized task flows, interaction model, and reusable components/patterns.

  • Drove enterprise AI adoption across King’s game development ecosystem, piloting LLM tools (ChatGPT, Claude Code, Cursor) and enterprise knowledge platform (Glean), and scaling enterprise ChatGPT from pilot to 90% organizational DAU in 60 days through systematic enablement design (training, templates, champions program, usage dashboards).

King (Microsoft, formerly Activision Blizzard)

UX Designer

Candy Crush Saga

  • Revamped FTUE (First Time User Experience) for 1M+ new players/day — cut redundancy, improved clarity, and reduced time-to-gameplay — resulting in +5% D1–D7 retention and +3% early-game revenue by embedding core mechanics and economy education in low-friction flows.

  • Co-owned the FTUE renovation roadmap, uniting core gameplay and player lifecycle workstreams; led problem framing, backlog creation, and prioritization with PM & Engineering, aligning milestones and KPIs across teams.

  • Lifted top-spender revenue 3% by turning late-game (End-of-Content) progression into milestone-based celebrations that reinforce growth and mastery.

  • Extended sessions 2% and drove 1.5% revenue uplift (200M+ MAU) by streamlining opt-in for Bonus Round, a post-loss continuation feature, and reducing decision friction.

  • Increased level-designer efficiency 25% by leading end-to-end product design of AI-assisted level-design authoring tools; replaced spreadsheets with automated flows, inline guidance, and human-in-the-loop validation, and standardized task flows, interaction model, and reusable components/patterns.

  • Drove enterprise AI adoption across King’s game development ecosystem, piloting LLM tools (ChatGPT, Claude Code, Cursor) and enterprise knowledge platform (Glean), and scaling enterprise ChatGPT from pilot to 90% organizational DAU in 60 days through systematic enablement design (training, templates, champions program, usage dashboards).

King (Microsoft, formerly Activision Blizzard)

UX Designer

Candy Crush Saga

  • Revamped FTUE (First Time User Experience) for 1M+ new players/day — cut redundancy, improved clarity, and reduced time-to-gameplay — resulting in +5% D1–D7 retention and +3% early-game revenue by embedding core mechanics and economy education in low-friction flows.

  • Co-owned the FTUE renovation roadmap, uniting core gameplay and player lifecycle workstreams; led problem framing, backlog creation, and prioritization with PM & Engineering, aligning milestones and KPIs across teams.

  • Lifted top-spender revenue 3% by turning late-game (End-of-Content) progression into milestone-based celebrations that reinforce growth and mastery.

  • Extended sessions 2% and drove 1.5% revenue uplift (200M+ MAU) by streamlining opt-in for Bonus Round, a post-loss continuation feature, and reducing decision friction.

  • Increased level-designer efficiency 25% by leading end-to-end product design of AI-assisted level-design authoring tools; replaced spreadsheets with automated flows, inline guidance, and human-in-the-loop validation, and standardized task flows, interaction model, and reusable components/patterns.

  • Drove enterprise AI adoption across King’s game development ecosystem, piloting LLM tools (ChatGPT, Claude Code, Cursor) and enterprise knowledge platform (Glean), and scaling enterprise ChatGPT from pilot to 90% organizational DAU in 60 days through systematic enablement design (training, templates, champions program, usage dashboards).

Ubisoft

UX Designer

Hungry Shark World / Hungry Shark Primal

  • Increased ARPU by 18% vs. franchise benchmarks by designing progression and economy systems accessible to casual players yet deep enough for long-term engagement.

  • Designed an endlessly replayable endgame mode to keep top-tier players engaged post-progression, extending session length and increasing long-term retention.

  • Achieved 80%+ tutorial completion in Hungry Shark Primal (new title) by embedding player learning into gameplay loops and removing traditional FTUE friction.

  • Improved retention and revenue by designing a battle pass with clear progression and rewarding cadence for legacy players.

  • Designed a modular shop system enabling operators to configure flexible IAP setups; accelerated live-ops delivery by reducing campaign setup time and improving targeting precision.

  • Partnered with Data and PM to run player research, A/B testing, and playtesting, resolving UX friction in core gameplay loops.

Ubisoft

UX Designer

Hungry Shark World / Hungry Shark Primal

  • Increased ARPU by 18% vs. franchise benchmarks by designing progression and economy systems accessible to casual players yet deep enough for long-term engagement.

  • Designed an endlessly replayable endgame mode to keep top-tier players engaged post-progression, extending session length and increasing long-term retention.

  • Achieved 80%+ tutorial completion in Hungry Shark Primal (new title) by embedding player learning into gameplay loops and removing traditional FTUE friction.

  • Improved retention and revenue by designing a battle pass with clear progression and rewarding cadence for legacy players.

  • Designed a modular shop system enabling operators to configure flexible IAP setups; accelerated live-ops delivery by reducing campaign setup time and improving targeting precision.

  • Partnered with Data and PM to run player research, A/B testing, and playtesting, resolving UX friction in core gameplay loops.

Ubisoft

UX Designer

Hungry Shark World / Hungry Shark Primal

  • Increased ARPU by 18% vs. franchise benchmarks by designing progression and economy systems accessible to casual players yet deep enough for long-term engagement.

  • Designed an endlessly replayable endgame mode to keep top-tier players engaged post-progression, extending session length and increasing long-term retention.

  • Achieved 80%+ tutorial completion in Hungry Shark Primal (new title) by embedding player learning into gameplay loops and removing traditional FTUE friction.

  • Improved retention and revenue by designing a battle pass with clear progression and rewarding cadence for legacy players.

  • Designed a modular shop system enabling operators to configure flexible IAP setups; accelerated live-ops delivery by reducing campaign setup time and improving targeting precision.

  • Partnered with Data and PM to run player research, A/B testing, and playtesting, resolving UX friction in core gameplay loops.

BBC iPlayer

UX Partnership

BBC iPlayer

Created an innovative gamified 'watchspace' feature for BBC iPlayer, reimagining cross-platform content discovery through social viewing experience.

BBC iPlayer

UX Partnership

BBC iPlayer

Created an innovative gamified 'watchspace' feature for BBC iPlayer, reimagining cross-platform content discovery through social viewing experience.

BBC iPlayer

UX Partnership

BBC iPlayer

Created an innovative gamified 'watchspace' feature for BBC iPlayer, reimagining cross-platform content discovery through social viewing experience.

EDUCATION

EDUCATION

King's College London

B.A. Philosophy

University of the Arts: London

M.A. User Experience Design

Interaction Design Foundation

Human Computer Interaction

Designing for AR & VR

UX Management: Strategy & Tactics

SKILLS

SKILLS

Product Strategy • UX/UI Design • Interaction Design • Enterprise UX & Internal Tools Design • Prototyping • User Research • A/B Testing • Usability Testing • Design Systems • Accessibility • Information Architecture • Design Engineering • Data-Driven Design

Product Strategy • UX/UI Design • User Research • A/B Testing • Prototyping • Web Development • Accessibility • Design Systems • Cross-functional Collaboration • Data-Driven Design • Growth Design

SPECIALIZATIONS

SPECIALIZATIONS

Growth & Monetization • Games as a Service (GaaS) • Freemium Business Models • User Onboarding & FTUE • User Lifecycle Management • Gamification • Engagement & Retention Design • Loyalty Programs • AI/ML Integration • Process Optimization • Live Ops Design

TOOLS

TOOLS

Figma • Framer • Adobe Suite • React • HTML • CSS • TypeScript • Unity • Tableau • Cursor • Claude Code CLI • Supabase • MCPs • ComfyUI • ChatGPT • Zapier • n8n

LEARNING

LEARNING

SwiftUI • GSAP • Python