UX leader with extensive experience shaping player experiences across mobile and console games, including the past four years focused on cross-platform, large-scale game ecosystems.
I specialise in designing player-centric systems that drive engagement, retention, and monetisation, working closely with product, design, and analytics teams to align UX strategy with business
goals. My work is grounded in a deep understanding of player behaviour and informed by continuous collaboration with player communities.
In my current role, I lead and mentor UX and UI specialists, building strong design practices and fostering a culture of experimentation, testing, and user-centred thinking. I am responsible for
identifying opportunities for product growth and influencing key KPIs through strategic design decisions.
I am particularly motivated by creating environments where teams can do their best work—scaling design impact, strengthening collaboration across disciplines, and delivering meaningful,
high-quality player experiences.
Present
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Led UX strategy, vision and team development for high-profile cross-platform games like Fall Guys, Crown Jam, and other Fortnite experiences, shaping player experiences while driving
measurable business outcomes. Built and scaled UX capabilities: Supported hiring, onboarding, and mentoring UX and UI specialists; established a strong user-centred design culture across
design and production teams. Team leadership and growth: Managed and developed teams of designers, fostering professional growth and a collaborative, high-performing environment. Strategic
product influence: Owned product UX for multiple games, aligning business goals with player motivations, and transforming strategic objectives into actionable, achievable design solutions.
Impact-focused design: Designed efficient, cost-effective solutions optimised for production timelines to maximise KPIs such as player engagement, retention, and monetisation.
Cross-functional collaboration: Partnered closely with producers, product owners, and development teams to staff teams with the right skill specialists and ensure smooth delivery of
user-centred experiences.
Fall Guys Original, Fall Guys Creative, Fall Guys Mobile, Crown Jam Fortnite, + Unreleased.
01.09.2014
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Leading the Art team (coaching, mentoring, interviewing, staffing, evaluating)
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Cross-functional communication
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Outsource management
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Art and UI guidelines creation
Old Macdonald's farm, World Poker Club
18.11.2013
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Leading an Art Department (coaching, staffing, evaluating)
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Craft vision and strategy
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Cross-functional communication
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Onboarding
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Outsource management
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Art and UI guidelines creation
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Project management
Fishing spot, Sabotage, Nine lands, Myth, Dynasty
01.04.2010
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Leading the Art team (coaching, mentoring, recruitment, staffing, evaluating)
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Craft vision and strategy
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Cross-functional communication
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Onboarding
Big Boss, Fairy Farm, Movie studio, Nighmarium, Autism Communication, Fairy Kingdom, Teaser advertising mini-games
13.09.2006•Creating
and texturing 3d objects
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Design and art UI
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Creating concept art, vision of the game for DS Nintendo
Robogear, Nancy Drew
28.01.2005
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Creating and texturing 3d objects
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Design and art UI
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Control art quality
Blitzkrieg II, Heroes of Might and Magic V, Robogear, The Queen of fairy tales, Silent Storm, Etherlords II