Dave Swanson
Lead UX Designer
12+ Years Experience
Console, PC, Mobile, Tools
Former Lead Gameplay UX Designer at Zenimax Online with 12+ years of experience shaping player-centered experiences across AAA online multiplayer RPG shooters. Directed UX strategy and day-to-day operations for a 300+ developer project, managing a team of designers and ensuring quality standards in usability, accessibility, and player immersion. Expertise spans environment interactions, inventory management, progression systems, and tools development, reinforced by a strong foundation in visual design. Recognized for fostering mentorship, transparency, and alignment of design standards with organizational goals to elevate both product and team performance.
tools
Confluence/Jira
Figma
Adobe Illustrator
Adobe Photoshop
Miro/Whiteboard
Miro/Whiteboard
Proprietary Engines
Unity UI | Unreal UI
After Effects
Atlassian products
MSFT Suite
Google Products
Teams
Slack
EXPERIENCE
Zenimax Online Studios
Lead Gameplay UX Designer, 2024 – Present
UX Product Owner for a new unannounced AAA Online multiplayer RPG shooter IP; ran day-to-day design operations and development for User Experience across a 300+ developer project.
Led and managed two UX designers (one senior, one mid-level): goal-setting, performance management, daily direction, feedback, and long-term mentorship.
Delivered clear feedback and final design approval on 100+ game and tools features with a focus on player-centered usability and accessibility. Some examples include pillar reputation features, environment interactions, inventory management, player progression, player identity and immersion, and User Interface Editor tooling.
Set quality benchmarks, defined UX standards, and ensured team health through balanced pacing.
Partnered in strategic planning in close collaboration with game directors and cross-team leadership.
Served as acting UX Director for 6 months, overseeing long-term UX decisions across Art, Design, and Engineering in addition to Lead responsibilities.
Senior UX Designer, 2020 – 2024
Led UX and UI design of internal AAA game engine, coordinating interdisciplinary research, prototyping, and validation across departments as well as style guide, pillars and best practices across the engine.
Responsible for all internal research and interviewing of development teams to meet complex game development needs and requests, including animation tooling, visual scripting, VFX, Combat tooling, User Interface development among others.
Championed internal culture initiatives to drive organizational alignment and adoption.
10/2020 - Present
Projects
AAA Sci-fi MMO RPG Third Person Shooter
Brand new proprietary Game Engine
Brand new proprietary UI Editor
Brand new proprietary version control, live tracking and launch tooling
Boss FIght Entertainment (Netflix)
UX Designer 2
Designed and maintained complex UI architectures for AAA mobile titles across multiple devices and studios including FPS, RPG, idle, strategy and match genres.
Led project UX from prototype through production, aligning UX design with overall product and business goals.
Owned interaction, experience, and interface design, ensuring consistency and usability across company-wide mobile titles.
Partnered daily with engineering, art, design, production, and PM teams to deliver front-facing features in Unity Engine.
Standardized cross-studio workflows by creating Confluence templates, playbooks, and best practices for pipelines and handoffs. Developed all UX workshops and led a studio wide initiative to rebuild foundational workshop practices across all studios.
Implemented multiple integral UI features, directly improving usability and player experience.
Acted as a team culture leader, running company-wide meetings, events, and tournaments to foster collaboration and engagement.
Built up a small team of UX designers in collaboration with the game design director.
11/2016 - 10/2020
Projects
Unannounced COD Mobile Shooter
Call of Duty Puzzle Ops
Unannounced Idle Battler
Anvil: War of Heroes (Mobile)
R&D Mobile Moba (Cancelled due to publisher acquisition)
Consultation: Angry birds Dungeon crawler (Cancelled)
Consultation: Dungeon Boss
Rival Esports
Head of Graphics Operations
Moonlit as Head of the Graphics Department for Rival Esports. Created and Oversaw a team of 7+ working both Live and Streaming Esports events as 3rd party Organizers with Developers such as Psyonix and Stunlock Studios.
6/2016 - 9/2018
Projects
Rocket League Rival Series (Psyonix)
Gold Rush
Battlerite Official Weekly Tournament (Stunlock Studios)
PRL Weekly Tournament
PRL Weekly 2v2’s
Biolucid
UX Designer
Sole UI/UX generalist for a medical VR and mobile app company, designing end-to-end experiences across iPad, Surface, desktop, and VR platforms using Unity.
Designed and delivered branded applications for major clients including AstraZeneca and Pfizer, with mobile apps deployed in 30+ countries worldwide.
Led company-wide branding efforts, creating and managing design systems, style guides, and internal repositories that supported both project execution and employee learning.
Collaborated cross-discipline with art, animation, and management teams while juggling 3–5 concurrent projects, consistently achieving fast turnaround and high-quality results
5/2013 - 10/2016
Education
Ringling College of Art and Design
BFA in Graphic Interactive Communications (GIC, Graphic Design)
2007 - 2013
Additional Extensive Coursework in:
Advertising Design
Psychology
Photography
Animation