In Star Trek Timelines, we sought out to create a  game authentic to the universe that gives players a place and community to celebrate their fandom within it.

I started on the team in the prototyping phase. They had been trying varying different core gameplay mechanics at the time. The first thing I took on was to prototype the design of the metagame so we can understand the core loop of the game and start to see what it felt like.

Collaborating with an engineer and a systems designer, we build a prototype of the system within 1 week and iterated on it together for a month. Attaining feedback from people in the studio 2-3 times a week.

My Role

  • Director of Product
  • UI/UX Design
  • UI/UX Development in Unity
  • Metagame Prototyping
  • Engagement Design

Quick iteration and player testing were the most important practices in the development of STT

As we moved closer to global launch of the game, I was promoted to Director of Product & Design.

While we were in soft launch, the CEO of the studio asked me to take over leading the project as Director of Product & Design to ensure we did what was required to build a successful product.

We had about 3 months to globally ship the game and there was a lot of work to do in order to get it ready for scale.

In the end, I’m very proud of the decisions we made and work that was put into the game. Generating over $130M in revenue is a huge success for a team as small as we were.


Player LTV


Dollars Net Revenue