Dorian

As Director of Product Design, my responsibilities included identifying product needs based on user research and data analysis. Then creating design solutions to address those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired business goals.

CASE STUDY

Progression System

Creators on the platform had developed their own simple points systems to enhance their games - and players were responding. We took that idea and developed it into a more robust goal system, that allowed game creators to configure different types of achievements and rewards within their games.

 

I designed and prototyped the new system in Figma with feedback from team and community, coordinated with engineering and QA on the execution and release, and with the BI team on performance tracking.

 

The result was significantly higher engagement for games that used the new tools, and the system became part of the platform’s best practices.

Tools: Figma

As part of the design process for more complex features, I will usually create flow diagrams as well as motivational maps, to help understand how users will experience the feature.

Tools: Figma

CASE STUDY

Store Screen

In my role as Director of Product Design, I was responsible for identifying product needs based on user research and data analysis. Then to create design solutions addressing those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired goals.

Tools: Figma, Midjourney, Photoshop

CASE STUDY

Game Editor Redesign

Dorian’s game editor allows anyone to create a narrative game and publish it on the platform. I worked on design for a revamp of the tool to improve the usability and to help simplify some of the more complex features.

 

I also designed an AI layer integration (in development and not shown).

Tools: Figma

BRANDING

Arcana Love Quest

My role at Dorian included supporting content marketing events with branding and promotional materials. The Arcana Love Quest was a content event that leveraged the popular characters from The Arcana to energize the community with a character team-based competition. I developed the event branding, including event logo, color palette and all visual assets - which I used to create an event website, email campaigns, in-game messaging and social posts.

Tools: Figma, Photoshop

PROCESS

Dorian Design System

When I started at Dorian, we did not have a consistent design system, as the product had evolved rapidly. I developed a new visual language and color palette for the UI, and created and maintained a design system that was shared across all Figma files - defining color palette and.

 

I like to create my own icons in Figma, so I also illustrated an icon library to ensure a consistent line weight and style across the product.

Tools: Figma

ART

AI-Generated Images

In addition to design work, I was enlisted to help develop new art pipelines for our games. This gave me the opportunity to explore a lot of emerging AI art tools. I created characters, covers and backgrounds for many games - often using a combo of different AI tools with some hand illustration - to get the final desired results.

 

I worked closely with our marketing team to test appeal of all characters and images with our audience and iterate accordingly.

Tools: Flux Playground, Midjourney, Sora, Photoshop

Home

About Me

Dorian

As Director of Product Design, my responsibilities included identifying product needs based on user research and data analysis. Then creating design solutions to address those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired business goals.

CASE STUDY

Progression System

Creators on the platform had developed their own simple points systems to enhance their games - and players were responding. We took that idea and developed it into a more robust goal system, that allowed game creators to configure different types of achievements and rewards within their games.

 

I designed and prototyped the new system in Figma with feedback from team and community, coordinated with engineering and QA on the execution and release, and with the BI team on performance tracking.

 

The result was significantly higher engagement for games that used the new tools, and the system became part of the platform’s best practices.

Tools: Figma

As part of the design process for more complex features, I will usually create flow diagrams as well as motivational maps, to help understand how users will experience the feature.

Tools: Figma

CASE STUDY

Store Screen

In my role as Director of Product Design, I was responsible for identifying product needs based on user research and data analysis. Then to create design solutions addressing those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired goals.

Tools: Figma, Midjourney, Photoshop

CASE STUDY

Game Editor Redesign

Dorian’s game editor allows anyone to create a narrative game and publish it on the platform. I worked on design for a revamp of the tool to improve the usability and to help simplify some of the more complex features.

 

I also designed an AI layer integration (in development and not shown).

Tools: Figma

BRANDING

Arcana Love Quest

My role included supporting content marketing events with branding and promotional materials. The Arcana Love Quest was a content event that leveraged the popular characters from The Arcana to energize the community with a character team-based competition. I developed the event branding, including event logo, color palette and all visual assets - which I used to create an event website, email campaigns, in-game messaging and social posts.

Tools: Figma, Photoshop

PROCESS

Dorian Design System

When I started at Dorian, we did not have a consistent design system as the product had evolved rapidly. I developed a new visual language and color palette for the UI, and created and maintained a design system that was shared across all Figma files - defining color palette and.

 

I like to create my own icons in Figma, so I also illustrated an icon library to ensure a consistent line weight and style across the product.

Tools: Figma

ART

AI-Generated Images

In addition to design work, I was enlisted to help develop new art pipelines for our games. This gave me the opportunity to explore a lot of emerging AI art tools. I created characters, covers and backgrounds for many games - often using a combo of different AI tools with some hand illustration - to get the final desired results.

 

I worked closely with our marketing team to test appeal of all characters and images with our audience and iterate accordingly.

Tools: Flux Playground, Midjourney, Sora, Photoshop

Home

About Me

Dorian

As Director of Product Design, my responsibilities included identifying product needs based on user research and data analysis. Then creating design solutions to address those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired business goals.

CASE STUDY

Progression System

Creators on the platform had developed their own simple points systems to enhance their games - and players were responding. We took that idea and developed it into a more robust goal system, that allowed game creators to configure different types of achievements and rewards within their games.

 

I designed and prototyped the new system in Figma with feedback from team and community, coordinated with engineering and QA on the execution and release, and with the BI team on performance tracking.

 

The result was significantly higher engagement for games that used the new tools, and the system became part of the platform’s best practices.

Tools: Figma

As part of the design process for more complex features, I will usually create flow diagrams as well as motivational maps, to help understand how users will experience the feature.

Tools: FigJam

CASE STUDY

Store Screen

In my role as Director of Product Design, I was responsible for identifying product needs based on user research and data analysis. Then to create design solutions addressing those needs - taking ideas through ideation, specs, prototyping and final visual design. I worked closely with leadership, content, marketing, engineering and QA teams to achieve desired goals.

Tools: Figma, Midjourney, Photoshop

CASE STUDY

Game Editor Redesign

Dorian’s game editor allows anyone to create a narrative game and publish it on the platform. I worked on concept for a redesign of the tool to improve the usability and to help simplify some of the more complex features.

 

I also designed an AI layer integration (in development and not shown).

Tools: Figma

BRANDING

Arcana Love Quest

My role included supporting content marketing events with branding and promotional materials. The Arcana Love Quest was a content event that leveraged the popular characters from The Arcana to energize the community with a character team-based competition. I developed the event branding, including event logo, color palette and all visual assets - which I used to create an event website, email campaigns, in-game messaging and social posts.

Tools: Figma, Photoshop

PROCESS

Dorian Design System

When I started at Dorian, we did not have a consistent design system as the product had evolved rapidly. I developed a new visual language and color palette for the UI, and created and maintained a design system that was shared across all Figma files - defining color palette and.

 

I like to create my own icons in Figma, so I also illustrated an icon library to ensure a consistent line weight and style across the product.

Tools: Figma

ART

AI-Generated Images

In addition to design work, I was enlisted to help develop new art pipelines for our games. This gave me the opportunity to explore a lot of emerging AI art tools. I created characters, covers and backgrounds for many games - often using a combo of different AI tools with some hand illustration - to get the final desired results.

 

I worked closely with our marketing team to test appeal of all characters and images with our audience and iterate accordingly.

Tools: Flux Playground, Midjourney, Sora, Photoshop

Home

About Me