Zwift is a company with an MMO of the same name that has been live for over a decade, >1 million paying subscribers across PC, Mac, Apple TV, iOS, Android, and a mobile companion app.
As a senior game designer on a live service MMO with over 1 million subscribers, I was responsible for comprehensive feature design and full life cycle product management of systems and features spanning 6 platforms and 5 distinct user input control types. I led cross-discipline teams of up to 20 developers from early concept through post-launch updates for features with demonstrable bottom line impact for the company.
Novel cross-platform user interaction architecture and refreshed UI functionality that was pivotal for the success of our international controller hardware release. Stable >35% daily usage amongst active subscribers.
Climb Portal, a procedural content creation toolset that enables accurate simulation of real-world roads inside the game. I directly partnered with over 20 groups across the company while managing feature development. Launched simultaneously with the real-world Tour de France, directly correlated with YoY +8% game engagement.
Empowered players to choose activity difficulty while maintaining a seamless, universal multiplayer cohort. This increased feature accessibility without dividing the userbase or increasing content creation requirements.
Teleport, a feature that enabled accessible in-game grouping with friends or other players of similar ability. Stable 5% daily usage amongst active subscribers.
Added 9 more levels and associated rewards for players to pursue.
A new user onboarding flow that directly correlated with +9% YoY trial user subscription rate.
New developer tooling that enabled non-technical teams to flexibly script player-facing effects during live events. The new capabilities directly led to the highest engagement ever for our marquee event, +25% YoY.