# Sandy Spangler > Innovative Game & Content Designer | Creative Team Leader Location: San Francisco Bay Area, United States Profile: https://flows.cv/sandyspangler Industry veteran with 20+ years of game/experience design and leadership experience across a wide range of technologies / Diplomatic motivator of creative teams (both internal & external) / Reaches across disciplines to communicate a vision and focus priorities / Drives products from pitch to launch as publisher or developer / Highly creative problem-solver / Strong understanding of what makes games fun / Champions the needs of the user Highlights: - Over two decades of game and product design, creative direction, project management, and team leadership for both internal and external projects - Broad catalog of 50+ shipped products including mobile apps, console & PC games, cognitive games, educational games & toys, camera-based motion control, augmented reality, and interactive robots - Extensive background in art, animation, play mechanics, audio, UX design, character & content creation - Designed numerous educational products for both kids and adults with curriculum ranging from STEM and Common Core to creativity, problem solving, and science-based brain training - Reaches across all disciplines to communicate a design vision and guide it from concept to launch - Nurtures an inclusive, collaborative, and playful team atmosphere - Strives to reach new audiences and expand the definition of play ## Work Experience ### Content Designer @ Kibeam Learning Jan 2025 – Jan 2025 | United States Most recently I worked with this exciting startup to help create interactive content for young readers using the newly developed Kibeam wand, an AI-driven aural augmented reality tool that helps chidren learn how to read - without a screen! My role included designing the User Guide, creating gameplay using the wand’s audio feedback and motion sensors, using AI content creation tools to help write scripts that fit each book, directing voice talent, and working closely with Technical Designers to deliver the intended experience. ### Director of Game Design & Development @ Lumos Labs (Lumosity) Jan 2023 – Jan 2024 | San Francisco Bay Area As the Director of Game Design and Development I led my team to develop brand new content for the Lumosity brain training app (over 100 million members). From early concepts and Unity prototyping to final game tuning and polish, I worked closely with cognitive scientists, artists, engineers, and brand management to ensure every new game was meeting the needs of our customers both in terms of brain challenge and fun factor. ### Game Experience Design Manager @ Lumos Labs (Lumosity) Jan 2022 – Jan 2023 | San Francisco Bay Area In this phase of my time at Lumos I focused more on developing content for our flagship brain training app Lumosity. I developed my day to day team leadership skills as well as being the voice for game design in our long term product planning. ### Lead Experience Designer @ Lumos Labs (Lumosity) Jan 2020 – Jan 2022 | San Francisco, CA This design role at Lumos was expanded to include all aspects of our user experience including content, gameplay, and product flow. Together with my highly creative Unity team we launched a brand new iOS app designed to inspire creativity on a daily basis: Figment by Lumosity! Each day you get a variety of fun activities to spark your imagination and help you build creative confidence. ### Senior Product Designer @ Lumos Labs (Lumosity) Jan 2020 – Jan 2020 As Senior Product Designer I led my team to explore new and inspiring science-based cognitive product ideas through ideation, prototyping, and user testing. ### Lead Game Designer @ Lumos Labs (Lumosity) Jan 2018 – Jan 2020 | San Francisco Bay Area In this role I helped the games team create innovative, science-based brain training challenges for our Lumosity app by providing game design expertise and mentorship. I also supported the science and leadership teams with my game industry knowledge and enthusiasm for turning learning into play. ### Lead Designer @ Anki Jan 2016 – Jan 2018 | San Francisco Bay Area I helped an incredibly talented team build unique interactive experiences that bridge the gap between humans and robotics - first with the amazing little robot Cozmo, followed by his feature-packed big brother Vector! Vector is the most advanced home robot ever made. With an array of microphones and sensors, he can see, hear, and feel your touch, allowing him to react naturally to the world around him. Curious, independent, and powered by some preposterous tech and AI, he can read the room, express the weather, announce when his timer’s done, take the perfect snapshot, and so much more. Vector first shipped in October 2018. With a big brain and even bigger personality, Cozmo can learn faces and names, play games, do tricks, and intelligently explore his surroundings. Cozmo has been the best selling toy on Amazon for two years running since his release in 2016. In 2017 we added a new nurturing system that lets you care for Cozmo like a robotic pet. We also released Code Lab, a visual, block-based programming language that enables Cozmo owners to easily access the robot's core functionality, learning coding skills in the process. Note: Cozmo and Vector are now owned by Digital Dream Labs. ### Senior Game Designer @ LeapFrog Enterprises Jan 2012 – Jan 2016 | Emeryville, California I designed playful learning experiences for kids and directed their external development across a range of LeapFrog educational platforms, including LeapPad touchscreen devices, toys, interactive books, and the LeapTV active gaming console. I also collaborated with educators to seamlessly incorporate curricular content into gameplay, with a focus on fun and kid-friendly user experiences and interfaces. Products featured well-known licensed properties from Disney, Nickelodeon, and Hasbro, as well as original LeapFrog IP. ### Studio Design Director @ A.C.R.O.N.Y.M. Games Jan 2009 – Jan 2012 | Burnaby, British Columbia At A.C.R.O.N.Y.M. Games I provided overall design direction for the company. Responsibilities included game design and documentation, concept generation and development, game pitch presentations, building and nurturing client relationships, evolution and maintenance of the game design(s) throughout in-house Unity development, dev team support, and design team management. Studio projects included Family Guy Online (a mid-core browser-based free-to-play MMO), Mech Warrior Tactics (a turn-based online strategy game using the Mech Warrior license), Wipeout: The Game for the Wii (a multiplayer family game, over two million sold), and various mobile game projects. ### Game Designer / EyeToy team @ Sony Computer Entertainment Europe Jan 2005 – Jan 2008 | London Area, United Kingdom At Sony’s London Studio I drove both internal and external development of innovative gameplay experiences for the PS2 EyeToy and PS3 Playstation Eye cameras. Players controlled the games in a variety of ways including body motion, sound, and augmented reality (AR) markers. Highlights include an AR virtual pet that comes to life in your living room with a real-time fur shader, a story-based adventure where players battle in-game enemies using a toy sword, and a number of downloadable experiences designed to turn the player’s TV into an interactive playground via a virtual aquarium, a motion-controlled painting toy, and interactive Japanese art. ### Game Designer @ Elixir Studios Ltd. Jan 2004 – Jan 2005 | London Area, United Kingdom With founder Demis Hassabis and his team I developed game ideas and documentation for a groundbreaking Microsoft AAA project (unreleased) aimed at a more casual/female market. The game involved the player joining a Sims-like community where they built relationships with characters and helped them achieve their life goals. ### Senior Artist / Animator @ Humongous Entertainment Jan 1994 – Jan 2003 | Woodinville, WA With founder Ron Gilbert and the amazing "embryonic Disney" Humongous team I created art and hand-drawn animations for numerous award-winning kids' adventure games starring such beloved characters as Pajama Sam, Putt Putt, Freddi Fish, and Spy Fox. I also managed and scheduled animation teams, produced character concepts and storyboards, recorded character voices, and contributed to game designs. ## Education ### BFA in Video Production Savannah College of Art and Design ## Contact & Social - LinkedIn: https://linkedin.com/in/sandyspangler --- Source: https://flows.cv/sandyspangler JSON Resume: https://flows.cv/sandyspangler/resume.json Last updated: 2026-04-13