Shop & Partnership Design

Not every project needs a full case study. This is a collection of smaller projects where I worked directly with publishers across pitching, store launches, payment integrations, experimentation, campaigns, and product improvements.

Summary

I finally get to design for the games I grew up playing.

What started as product design work gradually became an opportunity to collaborate with some of the publishers and franchises I had known for years. Along the way, I learned that partnership design is rarely just about making screens—it means adapting to different products, brands, technical constraints, business goals, and ways of working. These projects made me much more comfortable moving between pitching, research, implementation, launch, and optimization instead of treating design as a single phase of the process.

Retrospectives

What repeated publisher work changed about how I design

Design beyond the interface.

The visible UI was often the smallest part of the problem. Business goals, partner expectations, legal constraints, implementation, and operations shaped the experience just as much as the screens.

Design for change, not just the first brief.

Partnership projects rarely stayed static. I learned to make decisions that could survive shifting scopes, integrations, campaigns, and technical constraints without constantly starting over.

Shipping is only half of the work.

Launches, design QA, experiments, and partner feedback taught me that implementation is part of the design process. The work is not finished when the file is handed to engineering.

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