Art Director, Game Systems

Jan. 2017-Jan. 2019

I managed a 5-person multi-disciplinary design team. We designed experiences across the League of Legends ecosystem, including competitive systems (Ranked, Clash), behavior incentives (Honor, Parties), and identity features (Profile, Collections, Achievements).

  • Systems Thinker: Led the design team during a redesign of the competitive ranked system; Designed an honor system to create positive player behavior; Introduced team voice communication features; Increased visibility of player accomplishments and collections to build meaning into the rewards and gameplay loop

  • Organizational Impact: Identified major constraints and performance challenges; Quickly and compassionately provided individual craft feedback; Educated organizational leaders about UI and client-side creative constraints; Successfully advocated for additional resources; Provided a broadly accepted guideline for color usage; Developed trust for the design team that had previously went overlooked

  • Quality and Process Accountability: Identified and addressed areas of underperformance through performance plans and advocating for greater funding and support for a small under-resourced team; Facilitated design community of practice meetings; Encouraged designers to present case studies of their work; Defined quality standards alongside designers, artists, engineers, and product owners

  • Innovation Advocate: Introduced a new tech art role within the game systems team to decrease the time and number of people required to design and implement user interface; Aligned 5+ product teams and 3 disciplines around the new job description and reporting structure; Collaboratively established a timeline to rollout the workflow and tool changes across several product launches and existing toolsets; Presented the strategy to executive stakeholders

Ranked Redesign

Art Director; Outsource Manager

The design team rebuilt the League of Legends ranked experience. We tied the visuals into the symbolism and shape language of Runeterra, giving the emblems meaning beyond progression. The team expanded the incentives, rewards, and visibility of ranked accomplishments across the gameplay ecosystem.

Honor

The player behavior team designed and launched an Honor progression system to incentivize positive player interactions. It provided opportunities to celebrate great plays and a positive attitude in a toxic social environment.

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Head of Art, Global Marketing Department

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Art Director, Publishing