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PROFESSIONAL SUMMARY

  • Multiple years of game design experience specializing in systems, online multiplayer, and UX design

  • Proven leader with Design Director, Lead Designer, and Product Owner experience on multiple titles

  • Adept at crafting, promoting, and integrating new design processes and documents for design teams

  • Well versed in coordinating, scheduling, and executing features across multiple game teams and disciplines

  • Experienced in managing and mentoring designers at various degrees of skill and responsibilities

  • Proficient in data-driven approaches to prototyping, playtesting, and iterating on features

  • Familiarity with programming concepts, tools (Unity and UE 5), and languages (C++ and C#)

  • Numerous interactions with media and PR through interviews and public speaking

HARD SKILLS

  • Confluence

  • Figma

  • Adobe Photoshop

  • Adobe XD

  • Unreal 5

  • Unity

  • C#

  • C++

  • Twine

  • Perforce

  • JIRA

  • Microsoft Office

WORK EXPERIENCE

April - July 2024

Director of Design

Wolf Games - Madison, WI (Contract - Remote)

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  • Unannounced title (Mobile)

    • Consulted on a startup venture using proprietary AI tools to facilitate the creation of content for a new gaming experience
    • Helped guide and develop multiple UI and gameplay prototypes using Figma, Twine, and Unity

2021 - 2024

Design Director

Lost Boys Interactive - Madison, WI (Remote)

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  • WWE 2K22, WWE 2K23, and WWE 2K24 (Console and PC)

    • Led the design and implementation of live service features by collaborating with the client to translate their vision into creative pillars and deliverables
    • Directed a team of 8 designers, improving team efficiency by establishing documentation and data implementation best practices, facilitating onboarding, and coordinating task estimation, scheduling, and backlog prioritization
    • Identified and addressed friction points in tools and processes, resulting in significant time savings and quality of life gains for the design team
    • Defined clear communication channels and consistent terminology for use between the design team and other stakeholders

2019 - 2021

Senior Designer

PerBlue - Madison, WI (Hybrid)

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  • Disney Heroes: Battle Mode (Mobile)

    • Lead Designer

    • Part of the leadership team involved in the day-to-day prioritization and determination of the game’s creative direction

    • Designed and oversaw multiple data-driven, free-to-play PvP and PvE live service features, complete with analytics success metrics (KPIs)

    • Managed and mentored 3 junior designers

    • Spearheaded the design of a new "Challenger" tier within the ranked asynchronous PvP mode, to include a season-based model as well as new evergreen mechanics to both keep the experience fresh for players, as well as make greater use of their collection of heroes

    • Collaborated on the feature design for a new hero progression tier to maintain late game retention and increase player monetization

2010 - 2018

Designer II

Electronic Arts - Orlando, FL (On-Site)

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  • 2017 - 2018: NBA Live 19 (PS4 and XB1)

    • Product Owner

    • Pitched, designed, and coordinated the implementation of a new asynchronous online multiplayer mode called Court Battles

    • Constructed all UX wireframes, organized usability testing, and iterated based on UXR results

    • Developed all core systems including asynchronous matchmaking, rules of engagement, short / long term compulsion loops, and rewards

  • 2015 - 2017: NBA Live 18 (PS4 and XB1)

    • Lead Online Designer and Product Owner

    • Orchestrated a new online live-service feature called “LIVE Events” including post-launch tools

    • Crafted and facilitated the creation of a new single player campaign mode called “Pro-Am Tour”

    • Collaborated on a game-wide messaging system used for objectives, rewards, and notifications

  • 2014 - 2015: NBA Live 16 (PS4 and XB1)

    • Lead Online Designer and Product Owner

    • Designed an entirely new cooperative and competitive online multiplayer experience called “LIVE Pro-Am”, which was used as the marketing focal point for NBA LIVE 16

  • 2013 - 2014: Madden NFL 15 (PS4 and XB1)

    • Lead Online Designer and Product Owner

    • Devised a supplemental matchmaking system to classify users based on their playing habits to address the issue of online toxicity in our competitive H2H mode

    • Responsible for drafting and evangelizing the long term creative direction of online features

  • 2012 - 2013: Madden NFL 25 (PS4, XB1, PS3 and 360)

    • Lead Online Designer and Product Owner

    • Successfully designed and directed the resources for a progression based online competitive multiplayer feature within our live-service mode, Madden Ultimate Team, and consulted on the same feature for NCAA 14

    • Spearheaded the designs for all core systems required on each of the new 1st party platforms

    • Established new processes for the Online and Social Features team which resulted in increased efficiency, accountability, and team morale

    • Coordinated the feature work, schedule, and backlog management for a satellite team

  • 2012: Madden NFL 13 (Wii-U)

    • Lead Game Designer

    • Directed all creative decision making, priority determination, and their presentation to studio leadership

    • Redesigned, prototyped, and playtested changes to core gameplay interfaces in order to fully utilize the advantages of the Wii-U’s unique controller

    • Mentored two junior designers for the duration of the project

  • 2010 - 2012: NFL Blitz (XBLA and PSN)

    • Lead Game Designer

    • Responsible for all creative decision making and priority determination

    • Designed the entire online ecosystem including three unique competitive multiplayer experiences, an in-game economy, and a storefront to compliment them

    • Managed and maintained the schedule and backlog for the online team and occasionally the entire NFL Blitz team

2008 - 2010

Designer I

Electronic Arts - Orlando, FL (On-Site)

  • 2009 - 2010: Madden NFL 11 (360 and PS3)

    • Owned the design, prototyping, and playtesting of a major online multiplayer feature, Team Play

    • Coordinated a team of various disciplines to create the Madden NFL 11 demo, including some unique viral marketing features

  • 2008 - 2009:  Madden NFL 10 (Wii)​

    • Redesigned, prototyped, playtested, and guided the implementation of multiple core features including a more intuitive way for users to interact with Madden gameplay and UI using the Wii controller

    • Worked to improve community relations by reaching out and initiating both controlled messages and free form conversations on our forums

2006 - 2008

Associate Designer

Electronic Arts - Orlando, FL (On-Site)

  • 2007 - 2008: Madden NFL 2009 (Xbox, PS2 and Gamecube)

    • Responsible for the direction and design of all non-gameplay related features

    • Utilized my programming background to help overcome the challenge of limited resources by learning our UI system in order to implement and debug new screens

  • 2006 - 2007: Madden NFL 2008 (Xbox, PS2 and Gamecube)

    • Designed the core UX and systems of a major new feature, Fantasy Challenge

  • 2006 - Superman Returns: The Video Game (Xbox, PS2, 360, PS3)

    • Responsible for the level design and implementation of all mini-game missions and objectives

    • Implemented game features within a proprietary state machine tool using LUA scripting

    • Worked in Maya to position static objects into the game world environment

Quality Assurance/Embedded Tester

Electronic Arts - Orlando, FL (On-Site)

2005 - 2006

EDUCATION

Full Sail University            Winter Park, FL          Graduated November, 2004

Associate of Science in Game Design and Development

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MADISON, WI 53718

PHONE: (407) 375-5880 • YURI.BIALOSKURSKY@GMAIL.COM

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