# Kenneth Reyna > Design in uncommon places Location: San Francisco Bay Area, United States Profile: https://flows.cv/kennethreyna I’m looking for a designer role on a multidisciplinary team at a video game, entertainment, or consumer robotics company. ## Work Experience ### Lead Designer @ Unannounced Startup Jan 2024 – Present | San Francisco Bay Area Founding Designer UX for unannounced project. Developing product roadmap for innovative Unreal Engine-based vehicle game at unannounced studio Driving UX design and interactive element development to create compelling user experiences ### Partner Manager @ IBM Jan 2022 – Jan 2024 | San Francisco Bay Area Curiosity led me to explore more business oriented position Designed go-to-market strategies for 12+ companies around the world integrating IBM watsonx AI Planned and coordinated full day planning sessions (modeled on Enterprise Design Thinking workshops) to identify new market opportunities leading to millions of dollars in new sales leads ### UX Designer @ IBM Jan 2022 – Jan 2024 | San Francisco Bay Area Developed reusable Figma components for Carbon Design System for 100s of IBM.com designers worldwide Created improvements for Carbon UI Builder project to close the gap between Designers and UI Engineers through user interviews, journey maps, and design proposals Helped select presentation proposals for Spark!, the internal IBM Design Conference ### Product Content Designer @ IBM Jan 2019 – Jan 2022 | San Francisco Bay Area Developed and launched over 24 product listings for 3rd-party software on Red Hat Marketplace Reduced listing time by 30% through process improvements ### Product Designer @ Anki Jan 2018 – Jan 2019 | San Francisco Bay Area Product Owner for engaging behaviors for Vector robot to surface cutting edge vision, voice, and tactile systems. Used analytics queries to help guide monthly updates and feature roadmap. ### Senior Designer @ Anki Jan 2018 – Jan 2018 | San Francisco Bay Area Slot Cars for the Modern Age (Overdrive, Fast and Furious) - Created and tuned gameplay systems for mobile app controlled cars that emphasized the unique intersection of virtual and physical. Led consistent live, monthly updates based on qualitative user research, usage and engagement patterns, increasing engagement by 18% through A/B testing AR Vehicles - Directed augmented reality R&D for Overdrive product in order to create lower cost product line to increase customer base, seeking how to add value to preexisting manufacturing pipeline ### Game Designer @ Anki Jan 2014 – Jan 2018 | San Francisco Bay Area Finding the fun at the intersection of robotics and game development. Supertrucks – Owned process of creating new character, gameplay, weapons, and control modes for larger physical vehicle expansion product from early prototype all the way to finished vehicles with distinct personality, feel and play style ### Senior Multiplayer Designer @ Sledgehammer Games Jan 2014 – Jan 2014 Member of small multiplayer scripting team which created and maintained a variety of systems for Call of Duty: Advanced Warfare Responsibilities include: * Rapid implementation of weapons and unlock systems * Coordinate with animators to ensure weapon animations were properly implemented and timed * Helped make sure perk systems interacted well with each other ### Level Designer @ 2K Marin Jan 2011 – Jan 2013 | Novato, CA Shepherded levels at all stages of development, from paper map to shipping, through various revisions while maintaining overall vision for the levels. Worked in Unreal editor, Kismet, and Unreal script. ### Level Designer @ Double Helix Games Jan 2009 – Jan 2011 Worked with a diverse team to create the studio’s first multiplayer game component for Front Mission Evolved, Square Enix’s first game developed by an external western developer ### Technical Designer @ High Moon Studios Jan 2005 – Jan 2008 Worked along side all content developers to create complicated and innovative scripting set ups in the Unreal 3 environment. Additionally, worked closely with programmers and other Technical Designers to get our game running at acceptable performance levels on the Xbox 360 and the PS3. ### Product Analyst @ Sammy Studios Jan 2003 – Jan 2005 ### Game Tester @ Activision Jan 2003 – Jan 2003 Searched and documented bugs in Tony Hawks Underground. Created a mini-testing plan for PS2, dialup, network play for the "Create-A" aspects of the game. ## Education ### ISFM University of California, Berkeley ## Contact & Social - LinkedIn: https://linkedin.com/in/kennethreyna --- Source: https://flows.cv/kennethreyna JSON Resume: https://flows.cv/kennethreyna/resume.json Last updated: 2026-04-08