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Creative Leadership

I oversee studio strategy planning with clear goals that map to an overall vision for the studio’s key deliverables and cultural initiatives. Over the years I've developed UX/UI departments and larger Creative departments that span across Game Design, UX, and 3D/2D/Graphic/Tech Art. 

I grow my teams through inspiration, empathy and a shared passion to make amazing worlds for our players. I'm always looking for ways to set focus, collaborate and encourage learning. 
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WB Games Boston

Creative Director

  • ​Supported in setting studio wide Goals.

  • General studio leadership -

    • Role-modeling

    • How we work methods

    • Management training

    • Studio strategy planning

  • Initiated a culture of passionate game craft.

  • Built team structures towards a multi-title studio.

  • Leveled up Art and Design best practices. 

  • Grew and build next generation of creative leaders at Boston.

  • Set expectations for all creative roles and supported production with team mapping.

  • Established a collaborative environment between Design and PM departments.

  • Set guidelines for design, art and UX pipelines and standards.

While at WB Games Boston I created the UX department, and combined Game Design, Art and UX/UI under one Creative Department. Leading a team of 48 creatives.

Disruptor Beam

Creative Director/ UX Director

  • Set Creative Vision for Star Trek Timelines, and Archer Danger Phone.

  • I also created pitch documentation.

  • Lead the conversion from Facebook game model to Mobile game models.

  • Created the UI/UX department with library and best practices.

  • Road mapped key features across multiple titles, helping with trade off discussions. 

  • Rapid prototyping methods & new tool investigations

  • Set standards for focus group and playtesting

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Creative Leadership Skills

  • Concept & pitch presentations

  • Rapid prototyping and testing

  • Market research and audience matching to core concepts

  • Identifying and proving innovational focus

  • Holistic system grading to get to a cohesive player experience 

  • Roadmapping and scope guidance to define clear experience milestones within deadline requirements

  • Roadmap prioritizing with communicated goal and design pillars

  • Creation of clear brand guidelines 

By setting up clear expectations and standards for my leaders, they helped grow their teams into better leaders. We saw an increased interest in leadership, and skill growth across the team.

UI/UX Management

  • Collaboration and reviews

  • Opening opportunities for learning and growth across the team

  • Setting best practices, and providing support

  • Providing clear and actionable feedback

  • Unlocking talent potential through empathy, active listening and providing growth opportunities

  • Set quality standards holistically and based on brand

  • Created bridges between engineering, systems design, art for the UI/UX team​

  • Deep understanding of monetization and retention behaviors that drive core KPI results - guides team understanding

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