# Tyler Law > Game UX & Design // Ex Bungie // Current Self-Employed Indie Dev Location: San Francisco, California, United States Profile: https://flows.cv/tylerlaw UI/UX designer and game developer. With years of practice leading product teams with diverse skillsets and backgrounds. Really loves making things and working with great people. ## Work Experience ### Freelance: UI / UX Designer & Game Developer @ Super Ultra Games Jan 2021 – Present | San Francisco, California, United States Super Ultra Games is a two person team developing a fun casual single player game geared towards mobile and console for all ages. We also work with clients to develop top-tier game experiences. Currently we are working with OSCE, the worlds largest security-oriented intergovernmental organization to develop a game to teach the fundamentals of Human Rights and how they are applied in the field. Previously we helped build out the UX for the social meetings app lobby.app which sold to Roblox! For our clients we: - Implement standard design systems and process around design implementation (Figma, Sketch, Zeplin, XD, Invision, Abstract, JIRA, Confluence) - Development of games end-to-end in multiple technologies (Unity, CreateJS, Angular, ReactJS) - UX/UI work for both web and games - 2D/3D animation and art - Management of external artists to reach content goals and requirements and maintain the intended visual style. - Robust game design documentation ### Senior UX Designer @ Bungie Jan 2022 – Jan 2025 Destiny 2: Shipped Features: Portal(Frontend and many related features), Prismatic Subclass, Transcendent Ability, Timeline Catch Up Missions, Improving communication around difficulty. Upcoming Releases: Seasonal Hub At Bungie, I've helped ship features and establish UX standards within the organization. This involves defining a standardized vision for features that consider and validate all stakeholder and player experiential goals. I advocate for early prototyping in Figma and other tools to conduct user research and usability testing before the costly and time-consuming process of building in-engine. I create various artifacts and robust documentation to communicate vision and alignment early in the process. This includes wireframes, prototypes, and user flow diagrams. I then help define technical details to enable efficient execution of the designs. Additionally, I acted as a Tech Designer to build the UI for my team's feature "Timeline: Reflections" within Bungie's proprietary engine and other smaller Portal related featureas. Primary Tools: Figma, Confluence (Wiki), Grognok and other proprietary tools, Photoshop, and After Effects/Premiere. I utilize whatever helps communicate a concept best. Primary UX Methods: Prototypes, Wireframes, Video Mocks, User Empathy Maps, Personas, User Research, Qualitative & Quantitative Analytics, Risk Analysis/Mitigation, User Stories, Presentations, Standardized UX Documentation. Again, I use whatever communicates the concept to allow validation. ### CPO, Co-Founder @ Scoutible Jan 2015 – Jan 2021 | San Francisco Scoutible aims to revolutionize the hiring industry. As Chief Product Officer I have worked with leaders in their fields to develop and design Scoutible’s game. The game learns about your personality and cognitive abilities based on actions within it. On top of Scoutible’s internal game development team which is always experimenting and developing new exciting games I lead the web and data science team. Under my product lead Scoutible has created a whole ecosystem for identifying personality and bringing soft-skills and non-bias evaluation into the hiring process. The things I do most of the time: - Lead the adoption and continued use of agile process. - Design of web and mobile mockups and assets. - Defined global design system and process for design approval and documentation - Create 3D assets, environments, characters, animations and UI in Unity. - Prototyping in both Unity, and web (React, Node, etc...) - Implement processes to facilitate cross-team communication. - Design documentation and general “get on the same page” type of materials. - Committee on fun times and office shenanigans. - Office coffee snob and brewer. - Game night champion -- just kidding Dan always wins. ### Head Product Designer, Co-founder @ Naut Games Jan 2014 – Jan 2016 | San Francisco, California Naut games is a for-hire lean game development studio. Our clients include GoNoodle, 247Games, Tap2, Blue Soda Promo, Social Media and Business Analytics Collaborative. As the creative lead on many of our client's projects, it was my role to take their ideas and center everyone around mockups and design documents. Often it required building an identity for their product as well as an intuitive UX that delivered an engaging and memorable experience. I then took those designs and turned them into an interactive reality where I would wow the clients with animation and interaction. ### UX Artist @ Filament Games Jan 2010 – Jan 2014 | Madison, Wisconsin Filament Games is a leader in the educational / serious games field. As the UX Lead on dozens of projects that came through Filament Game’s door I had the privilege to work on some amazing projects with just as amazing people. The UX lead would come in pretty early on a project and help pull together a lot of the vision that a designer and the client previously had discussed. The lean teams at Scoutible allowed ownership of your designs from start to finish. Wireframes, Mockups, Technical Implementation, Animation. As you were responsible for implementation of the art you often had to manage the creation of assets with some fantastically talented artists. Some of the highlights of my time at Filament were: - UX/UI Lead on many of Sandra Day O'Connor’s iCivics games. Some of which became school curriculum in states! - UX/UI Lead on 2 browser based MMORPGS in conjunction with MIT. - UX/UI Lead on over 20 games in my 4 years at Filament. - Worked with Bob Ballard (he discovered the titanic!) on a physics game. - My art is the cover art on Kurt Squires book! - Release of Crazy Plant Shop on Steam. ## Education ### Animation in Interactive Technology, Video Graphics and Special Effects Minneapolis College of Art and Design ## Contact & Social - LinkedIn: https://linkedin.com/in/tylerjlaw --- Source: https://flows.cv/tylerlaw JSON Resume: https://flows.cv/tylerlaw/resume.json Last updated: 2026-04-13