Portfolio / Game Development

BUILDING SUPERVIVE

SUPERVIVE was a 40-player Battle Royale MOBA hybrid where teams hunt, fought, and collided across a sprawling map set in the sky. Top-down camera, explosive WASD movement, and hell of a journey to make.

2,000,000+
Player Trials
#2 Most Played
Steam Next Fest 2024
3,217
Commits
2 Careers
UX Design to Game Design
Scroll to explore

Every Week, Every Commit

I touched almost every player-facing system in SUPERVIVE over 4.5 years. This is what it looked like for me building a game from ground zero — every commit, every week, across UI/UX, Heroes, and Game Systems.

UI/UX
UI/UX HUD elements, health bars, menus, hero select, and core game flow. Includes odds and ends like spectator mode, damage numbers, and camera settings.
Heroes
Heroes Core character design, ability kits, balance tuning, and new hero prototypes.
Game Systems
Game Systems Adjustments to core gameplay systems, including equipment, powers, vision, strategic systems, and other battle royale mechanics. These are the systems that define how SUPERVIVE plays.
Offsite
Extended hours
Extended Hours Biweekly periods where estimated work exceeded 50 hours, or included very early morning or late night commits.

The red border indicates high-intensity work periods. Hover to highlight all extended periods across the timeline.
PTO
i hrs/wk
Hours Methodology
Estimated from commit timestamps using weekday base hours (9 hrs), early morning commits (before 9 AM), late night commits (after 6 PM), and deep night sessions.

Actual hours are likely 10-15% higher. This doesn't capture reverted work, changes made directly in-branch for bugfixes or hotfixes, or evening meetings with stakeholders in Asia.

HUD Evolution

SUPERVIVE's HUD had to evolve constantly — new gameplay systems, new hero-specific needs, new information to surface. UX/UI is downstream of gameplay and system changes. Over-investing is wasteful but undershooting meant those key changes become murky to evaluate. My core job was to help the team find the fun as fast as possible. I owned the HUD from our earliest prototypes through launch, and these are just some of the regions that changed the most.

SUPERVIVE HUD
Health Bar
Minimap
Team UI
Ability Bar
Equipment

Tap on any UI element in the screenshot to dive deeper.

Character Design & Combat Balance

I was lucky enough to get to ship my own character (Tetra) from idea to live service. Over the course of 2025 I took on more heroes as I went and eventually owned both design and balance for the full 25-hero roster. Every character was a team effort that had their own personality and unique challenges — here's just a look at the changes I personally made.

Select a hero
Drag to rotate

Structuring the Sandbox

The system design work I did on SUPERVIVE spanned different levels of scope and impact — from foundational system work all the way up to creating or fine-tuning specific gameplay content for the live-service.

Surface
Outer Core
Core
Foundation
Equipment & Powers — Balance Surface
Design Scope Layers
Surface — Powers & Equipment Tuning
Outer Core — Objective & Boss Reward Restructuring
Core — Information Sandbox
Foundation — Basecamps
Generative
Broadest Scope — Foundation

The problem was not optimization — it was absence.

Placeholder content for the Generative layer. This will describe how Basecamps created new gameplay surface area that the game fundamentally lacked.

In FPS battle royales, defensible positions emerge naturally from level design. Isometric top-down flattens all of that.
Shop — anchored to Basecamp Recall — returns to Basecamp Armor Repair — consistent access UAV — scan for nearby enemies
Get in Touch
10 Years Building Games
From League of Legends and Teamfight Tactics to building a new game and genre in SUPERVIVE. I joined Theorycraft as its first UX hire and left as the Design Lead on the project. It was my dream game to make and a hell of a ride taking it from cradle to sunset.

I'm looking for what's next — hit me up if I'm your type of weird. Reach out here or DM me on X.
League, TFT, R&D
2016 – 2021
UX Foundations
Scale & Launch
Combat
Lead
2016
2021
2023
2024
2025
Tap for details, scroll for more of my work history

Riot Games

Senior UX Designer
July 2016 – June 2021 · Los Angeles, CA

Built core gameplay UX for Teamfight Tactics from 0→1 and led UX through launch to live service across 30M+ players. Shipped systems across League of Legends including the Item Shop redesign, Death Recap, Clash Tournament System, and Ranked 2019. Defined UX vision for an unannounced cross-platform R&D title.

30M+TFT monthly players
5 yrsTenure across multiple teams
6+Shipped systems
TFT League of Legends Live Service Cross-Platform

UX Foundations

Theorycraft Games
July 2021 – Dec 2022

Joined as the company's first UX designer (#18). Built every foundational system from scratch — health bars, HUD, map, hero select, off-screen indicators . Implemented directly in Unreal Blueprint, accumulating 2,000+ commits. Helped ship the internal build that secured the $50M+ Series B fundraise.

Senior UX Designer Principal UX Designer
#18Employee number at hire
94%UX commits first quarter
59 hrAvg hrs/wk, Series B crunch

Scale & Launch

Theorycraft Games
Jan 2023 – Sep 2024

Led UX strategy as the team scaled. Hired and mentored designers, shipped systems through the first public reveals and Steam Next Fest — where SUPERVIVE became the #2 most-played demo. Planned succession for UX role, began intentional transition toward game design.

Principal UX Designer Senior Game Designer
#2Most-played demo, Steam Next Fest
47,774Peak concurrent players
2M+Player trials across testing
Leadership Steam Next Fest Public Playtests Hiring

Combat

Theorycraft Games
Oct 2024 – Aug 2025

Owned character roster and balance. Shipped Tetra — channelling inspiration from different art and games I've loved over the years into a single kit. Trailer hit 230K views, 25% play rate at launch. Grew my responsibilities, expanded design ownership as the other designers left the project.

Senior Game Designer Principal Game Designer
230KTetra trailer views
25%Launch play rate
313Commits in Tetra dev
Tetra Character Design Balance Roster

Lead

Theorycraft Games
Aug 2025 – Dec 2025

A few weeks after shipping Tetra, the SUPERVIVE team was reduced by 80%. I stepped up as design lead, helped stand up a new playtesting process with players, and pushed the last set of changes before Sunset.

80%Team reduction (40→10)
220Commits in 9 weeks
3Months of Live-Service Design Leadership
Skeleton Crew Live Balance Tournaments

Hero Name

From the Commits
Design Collaborators & Owners