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A persistent sense of curiosity has always been a key driver in my professional journey, fueling innovation and drawing me into the field of Experience Design. After 12 years in the profession, this continuous desire for learning remains the cornerstone of my daily efforts to develop optimal solutions.

Selected Work

Led rapid, iterative sketching and prototyping to retain "Elder Players" through fresh, complex Live-Ops features.

Solving funnel friction in bundle sales, targeted store ratings, battle pass conversions, and scaling design systems.

Honorary Mentions

Maritime Sonar Interface

Maritime Sonar: Built 360-degree spatial interfaces for fish-school detection in extreme marine environments.

Automotive HUD Design

Automotive HUD: Designed local-market Heads-Up Displays, mastering glanceable UI and cognitive load management.

ERP & B2B Interface

ERP & B2B: Streamlined high-density data workflows for enterprise applications, focusing on task speed and user efficiency.

Blog Posts

The Science Behind Fun

Gamification goes far beyond simply adding points and badges to a system; it is deeply rooted in the science behind fun....

A Glimpse at Game UX

For those who are not accustomed with this game, FarmVille2: CountryEscape(FV2CE) is the successor of famous FarmVille game...

Pygmalion Effect and Farm Games

The Pygmalion effect, or Rosenthal effect, is a psychological phenomenon in which high expectations lead to improved performance in a given area.

Targeted Design

One of the main principles that we Experience Designers hold dear to their heart is Human-centered Design.

What Users Need

What user needs, is the million dollar question we Experience Designer tries to answer. There are many practices let alone methodologies...

Experience

Senior Experience Designer . Zynga
2018 - Present
UI/UX Designer . Affluenze Design Studio
2015 - 2017
Creative Head . Depupa Technologies
2014 - 2015
Visual Designer . Good Folks
2013 - 2014

About

Senior UX Designer with 12+ years of experience (8 at Zynga) bridging the gap between player psychology and business growth. I specialize in high-velocity Live-Ops, scalable Design Systems, and building high-performance teams that deliver results within complex technical constraints.

What I Bring

  • Systems at Scale:I build the engines that power creativity—from Unity component libraries that eliminate UI bugs to Figma systems that slash wireframing time.
  • Data-Driven Impact: I turn friction into revenue, proven by a 30% jump in bundle conversions and a 100% reduction in specific CS support tickets.
  • Strategic Leadership: A "CEO of outcomes" mindset. I align XD function OKRs with business goals to ensure the team delivers high-value work while hitting personal career milestones.
  • Cross-Industry Edge: My background in Automotive HUDs and Maritime Sonar provides a unique perspective on cognitive load and spatial UI.
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Zynga

Feature Design: Engagement

Retaining "Elder Players" through fresh, complex engagement features within Live-Ops constraints.

+22%
ARPU (vs EO of 20%)
+10%
Session time
+170 bps
D1 entry retention

Problem Statement

Limited time event focused on Mid and High level players which would supercharge existing game systems with the objective of boosting game engagement and monetization.

Why is this a problem?

Feature Overview: Rescue Mech

In the Rescue Mech feature, players embark on a personal journey to rescue new 'Pets' stuck on the mountain side because of a mishap. This is a month-long operation taking players to 4 different parts of the mountains. At the start, the player will only be able to access the first part of the mountain where they can carry out the rescue because of snow buildup. As the snow melts, players will be able to access further locations and carry out the rescue.

Feature Design Process

The whole feature design was split into three milestones.

Milestone 1 (M1)

M1 is all about trying to figure out the high-level view of the feature. Using pen/paper and Figma to ideate fast, the high-level user flow was agreed upon between Game Design and Product Management. Feature goals were clearly communicated, CTAs were verified, and existing user feedback was compiled to make educated guesses.

Highlevel feature flow
Img: Highlevel user flow of the feature
Highlevel feature flow
Img: Initial pen paper explorations on the feature

Milestone 2 (M2)

Core systems were deeply studied to design how they interact with the new feature. The user journey was mapped to reduce cognitive load and solve possible pain points. Output aligned stakeholders around consistent in-game experiences, multi-platform design, and mechanics offering both challenge and rest.

Highlevel feature flow
Img: Detailed User Journey mapping of feature for easy stakeholder communication.
Highlevel feature flow
Img: Detailed user flows of entire feature.

Milestone 3 (M3)

M3 focused on making explorations as close to the final feature as possible. This phase ensured the hook, theme, rules, and overarching goals were obvious. The milestone culminated in the final handoff document for Devs to kickstart their Tech Design Document and production costing.

Highlevel feature flow
Img: Detailed wireframes for the entire feature. After M3

Testing & Post Release

Post-M3, the feature moved to testing via VIP player calls and studio-wide playtests using an established facilitator's guide. After release, control vs variant read-outs were used to test hypothesis. Customer support tickets and social media channels (Facebook, Reddit, Discord) were keenly monitored to capture the real user journey, leading to follow-up optimizations for game tuning and UX design to sustain engagement.

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Zynga

Revenue & Live-Ops: Business

Solving funnel friction in bundle sales, targeted store ratings, battle pass conversions, and scaling design systems.

90%
Bundle conversions
100%
Drop in CS tickets
+5.59%
Battle Pass conversion

Focus: Monetization & Player Friction

Highlevel feature flow
Img: Redesigned Skins & Decorations flow and "Buy All" Opt CTA

Focus: Targeted Store Rating

Highlevel feature flow
Img: EOS flexible control integration for app rating popup

Focus: Battle Pass Conversion

Highlevel feature flow
Img: Battlepass Contextual surfacing

Focus: Unity & Figma Design Systems

Highlevel feature flow
Img: Overview of the synchronized Figma and Unity Design System