Portfolio / Game Development

BUILDING SUPERVIVE

SUPERVIVE was a 40-player Battle Royale MOBA hybrid where teams hunt, fought, and collided across a sprawling map set in the sky. Top-down camera, explosive WASD movement, and hell of a journey to make.

2,000,000+
Player Trials
#2 Most Played
Steam Next Fest 2024
3,217
Commits
2 Careers
UX Design to Game Design
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Every Week, Every Commit

I touched almost every player-facing system in SUPERVIVE over 4.5 years. This is what it looked like for me building a game from ground zero — every commit, every week, across UI/UX, Heroes, and Game Systems.

UI/UX
UI/UX HUD elements, health bars, menus, hero select, and core game flow. Includes odds and ends like spectator mode, damage numbers, and camera settings.
Heroes
Heroes Core character design, ability kits, balance tuning, and new hero prototypes.
Game Systems
Game Systems Adjustments to core gameplay systems, including equipment, powers, vision, strategic systems, and other battle royale mechanics. These are the systems that define how SUPERVIVE plays.
Offsite
Extended hours
Extended Hours Biweekly periods where estimated work exceeded 50 hours, or included very early morning or late night commits.

The red border indicates high-intensity work periods. Hover to highlight all extended periods across the timeline.
PTO
i hrs/wk
Hours Methodology
Estimated from commit timestamps using weekday base hours (9 hrs), early morning commits (before 9 AM), late night commits (after 6 PM), and deep night sessions.

Actual hours are likely 10-15% higher. This doesn't capture reverted work, changes made directly in-branch for bugfixes or hotfixes, or evening meetings with stakeholders in Asia.

HUD Evolution

SUPERVIVE's HUD had to evolve constantly — new gameplay systems, new hero-specific needs, new information to surface without adding clutter. I owned the HUD from our earliest prototypes through launch, and these are some of the regions that changed the most.

SUPERVIVE HUD
Health Bar
Minimap
Team UI
Ability Bar
Equipment
>
Tap on any UI element in the screenshot to dive deeper.

Character Design & Combat Balance

I was lucky enough to get to ship my own character (Tetra) from idea to live service. Over the course of 2025 I took on more heroes as I went and eventually owned balance for the full 25-hero roster. Every character had their own personality and unique challenges — here's a look at the changes I personally made.

Select a hero
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Structuring the Sandbox

The system design work I did on SUPERVIVE spanned different levels of scope and impact — from foundational system work all the way up to creating or fine-tuning specific gameplay content for the live-service.

Surface
Outer Core
Core
Foundation
Equipment & Powers — Balance Surface
Design Scope Layers
Surface — Powers & Equipment Tuning
Outer Core — Objective & Boss Reward Restructuring
Core — Information Sandbox
Foundation — Basecamps
Generative
Broadest Scope — Foundation

Creating new surface area because the problem cannot be solved without it.

The problem was not optimization — it was absence.

Placeholder content for the Generative layer. This will describe how Basecamps created new gameplay surface area that the game fundamentally lacked.

In FPS battle royales, defensible positions emerge naturally from level design. Isometric top-down flattens all of that.
Shop — anchored to Basecamp Recall — returns to Basecamp Armor Repair — consistent access UAV — scan for nearby enemies

Role Evolution

I joined Theorycraft as the company's first UX designer and left 4.5 years later as the design lead on SUPERVIVE.

2021 Senior UX Designer
First UX hire at a brand-new studio. I built the design foundations from scratch — establishing HUD architecture, interaction patterns, and visual systems for a game that didn't have any yet.
2023 Principal UX Designer
As the game grew so did the UX pod — I built the roadmap and led a cross-disciplinary team of 6. From hiring our first UI Engineer (shoutout Randy) to handing things off to our second UX hire (shoutout Angela), I saw both my responsibilities and the team grow.
2024 Senior Game Designer
Made the jump from UX to game design — took full ownership of Tetra and began inheriting balance responsibilities across the roster. A career pivot I'd been building toward.
2025 Principal Game Designer
When the team scaled down, I became the only designer on the project. I owned everything from hero balance to system tuning to live-service content for the remaining months of SUPERVIVE's life.

Let's Connect

It was a hell of a ride working on SUPERVIVE from cradle to sunset. I'm starting to evaluate opportunities for what's next — hit me up if I'm your type of weird.

Hero Name

From the Commits
Design Collaborators