Firestorm

New World Interactive

First-Person Shooter Multiplayer Desktop

Confluence Documentation

When I joined New World Interactive as Principal UX Designer, I saw an opportunity to strengthen how teams communicated. Developers weren't always getting clear design intent, and designers weren't fully aligned with how their work was being interpreted.

I started by going directly to the developers and asking a simple question: is the documentation working for you? From there, I reviewed the existing materials, built a Confluence template, and collaborated with design leads to refine it. That structure quickly became a shared standard, and soon even game designers were reaching out for guidance on improving their own communication.

I also worked closely with the team on leveling up how we expressed ideas visually — teaching Figma workflows, diagramming, and building clear structural illustrations. At its core, UX is about knowing your audience, and in this case, the audience was the developers. Once that clicked, alignment improved fast.

That open exchange of ideas created something even more valuable. As we shared skills across disciplines, collaboration became more fluid and natural. In that environment, the designers I was working with began teaching me game design, and the line between UX and game design started to disappear. We weren't operating in silos anymore — we were building together.

Documentation page 2

Detailed interaction flows and component behavior documentation.

Documentation page 3

Developer handoff specs with annotated screen designs.