AAA game leadership
Skull and Bones
Progression and economy ownership, leading eight designers across currencies, loot, reward cadence, and endgame player value.
Interconnected systems
My remit covered currencies, sources and sinks, loot distribution, reward cadence, progression pacing, and endgame systems. The design problem was how those systems work together: what players earn, where value is spent, and how progression supports the wider live-service experience.
Leadership in practice
I led eight designers through daily direction, one-to-ones, performance reviews, and strike-team work. I connected design ownership with UX, analytics, marketing, and production, rebuilding the workflow from creative brief through high-level design to implementation tasks.
Making decisions
Playtests, telemetry, analytics, and stakeholder reviews informed decisions about player value, retention, and live-service objectives. I used those inputs to evaluate system interactions and set priorities, rather than treating progression or economy as a layer added after the core game.
Project footage is shown for context. My contribution is described above; the footage was produced by its credited owner.