Works closely with the Executive Producer and Creative Director to help drive an executable strategy within our team and help foster a development culture where continuous feedback, support, and empowerment are key.
Performs as the Head of Product with ownership of end-to-end launch of product features (game, launcher, companion app, etc).
Member of GOALS Management team.
Responsible for driving the overall UX Direction for Battlefield 2042 LIVE, including in-game player communication and QoL improvement priorities for UI.
Accountable for leading and managing the UI team (including UX, UI Art, and UI Script) - providing the right motivation, understanding the needs of an individual, and helping people grow and achieve their goals.
Responsible for driving the overall UX Direction for Battlefield 2042 LIVE, including in-game player communication and QoL improvement priorities for UI.
Accountable for leading and managing the UI team (including UX, UI Art, and UI Script) - providing the right motivation, understanding the needs of an individual, and helping people grow and achieve their goals.
Core Loop UX Lead and Product Owner for Soldier Experience.
Leads a cross-functional team focusing on the Soldier Experience & Core Gameplay in Battlefield 2042 LIVE. Accountable to deliver features and iterations to quality and to product vision.
Core Loop UX Lead and Product Owner for Soldier Experience.
Leads a cross-functional team focusing on the Soldier Experience & Core Gameplay in Battlefield 2042 LIVE. Accountable to deliver features and iterations to quality and to product vision.
Core Loop UX Lead and Product Owner for Soldier Experience.
Leads a cross-functional team focusing on the Soldier Experience & Core Gameplay in Battlefield 2042 LIVE. Accountable to deliver features and iterations to quality and to product vision.
Core Loop UX Lead and Product Owner for Soldier Experience.
Leads a cross-functional team focusing on the Soldier Experience & Core Gameplay in Battlefield 2042 LIVE. Accountable to deliver features and iterations to quality and to product vision.
In-game/HUD UX Lead.
This was a massive project, developed from home during the Covid-19 pandemic. Areas were split up between members of the UX team for us to be able to focus our efforts.
I was responsible for the "boots on ground" HUD UX and worked closely with multiple teams and stakeholders to ship the best in-game experience possible. I was involved in creating and designing the in-game "on the fly" PLUS Weapon system, one of the most liked features in the game.
Name an in-game feature and I've probably been part of designing it.
In-game HUD UX Lead. Worked closely with multiple teams and stakeholders to ship the best in-game experience possible. I was also involved in creating and designing the Mission system and the Practice Range.
I had the chance to be part of "Battlefield V Firestorm" as the UX Mission Lead to help create some of the UX for DICE's version of Battle Royale. I re-designed the entire loot/pick-up system as well as the squad spawn experience. Unfortunately, many of my designs never made it to our end-users due to changing priorities within the main Battlefield V project.
During "Battlefield 1 - They Shall Not Pass" I was responsible for the UX/UI design and implementation/scripting of the new game mode "Frontlines" - a Battlefield 1 classic! This game mode also featured in Battlefield V, building on many of the elements I worked on.
I oversaw the entire death flow and everything that it touched - from deploying through the deploy screen to the revive experience and the kill flow/card. I was also the one leading flow through weapon customization in-game and designed the entire weapon customization flow within the front-end main menu.
UX/UI polish throughout the entire game. Also, refactoring and polish/bug fixing during this period.
Implemented the first iteration of a pre-simulated particle system that, in the end, ended up in Battlefield 4. I was also a huge part of the in-world HUD UI as well as the death flow.
A personal blog where I gather all my photos and happenings. There's also a hidden recipe bank with all my creations. This part of the page will be released to the public once I'm confident enough.
Founder and creator of an online drink/bartender community where the users could create their own profile page, share drinks and recipes as well as adding ingredients to their "own" home bar. Recipes were generated from what the user had added in their bar.
Unfortunately, this page has not been updated in years.
A personal blog where I gather all my photos and happenings.
Designed an online store for BIOS - a fishing and outdoor company.
Les Seules (my team) signed on with Swedish production company Bringiton to create a TV show, PlayUs, in 2006. The team of women would travel the world for 10 episodes in 10 different cities: New York, Las Vegas, Los Angeles, Hong Kong, Tokyo, Bangkok, Kuala Lumpur, Berlin, Paris, and London.
Les Seules took an opportunity that would propel themselves (and e-sports) further into mainstream consciousness, even if it meant playing within a sexist system that wanted to make a spectacle out of their existence. But despite that, Les Seules did reach plenty of women in e-sports and empowered women to compete
The series was broadcast world-wide on MTV during 2008.
Professional gamer in Counter-Strike 1.6. Member of the prestigious team Les Seules.
Les Seules was one of the first women’s Counter-Strike teams — actually one of the first Counter-Strike teams at all — to get noticed outside of the gaming world. Les Seules was interviewed by ABC, CNN, and SYNC Magazine, a publication with the tagline “stuff for a man’s life.”
I was part of numerous tournaments across the world, competing in ESWC and CPL to mention a few.