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UX Team Lead · 2023–2026 · Playtika

In a live game played by millions, better UX could not come from better screens. It had to come from how six designers make decisions.

Design UX decisions for business impact.

My role
UX Team Lead
Platform
3
DAU
1M

The stakes

One designer improves one feature. The team improves everything.

Bingo Blitz is a live product, not a single flow: core gameplay, retention systems, monetization, events, progression, social mechanics. All of it ships in parallel, on a roadmap that shifts constantly, to millions of active players. At that scale, one strong designer improves one feature. The only thing that improves everything is how the team works.

The key decision

Build the system, not just the screens.

The default job description was feature-by-feature UX: better screens, tighter flows, quality depending on who is in the room. I treated the role differently, as product infrastructure. Shared process, clearer connection to the product lifecycle, common templates and documentation, AI-enabled workflows. Quality becomes a property of the system, so any designer can hold the bar without me in the room.

In practice

  • Structure

    Strengthened the pre-concept and concept phases, aligned design reviews with taskforces, and set clear expectations for documentation and design ownership, so design enters product conversations early, not as a delivery step.

  • Shared standards

    Figma templates, presentation structures, and a living “UX Bible” the whole team designs against. Less visible than a feature launch; it is why six concurrent product tracks stay coherent.

  • Evidence

    Connected design questions to research and live behavioral data, so decisions rest on player understanding rather than taste alone.

  • AI in the daily workflow

    ChatGPT agents, Claude, Cursor, and Figma Make, used for sharper framing and faster exploration. The bar: the tool has to improve the team’s judgment, not replace it.

Shared design-system documentation used across Bingo Blitz product tracks
Shared standards the team designs against: templates and a living UX Bible keep concurrent tracks coherent.

Spotlight: the Lobby (in progress)

The Lobby is the first thing a returning player sees. It has to answer three questions in seconds: what is new, what is worth my attention, what should I do next. After years of stacked features it answered none of them cleanly. Lobby and BCS are not launched yet, so there is no outcome metric to publish.

Bingo Blitz lobby on mobile: high-density home surface in progress
Lobby work in progress: the first surface a returning player sees, and the team’s reference case for density.
  • Bingo Blitz product frames from the live-game design practice
  • Design-system documentation detail

Product frames from the practice. Screens stay under NDA; the framing work is what ships week to week.

Outcome

Designers
6
Promoted to lead
3
Concurrent tracks
Shared standards

Design decisions grounded in player motivation, evidence, and business impact, whether or not I am in the room.

How the approach evolved

Early on, I tried to protect quality through comprehensive specs and review gates. It worked for predictability, and it slowed the team down and made them dependent on me. At scale, quality comes from the system and the people, not the documentation. Trusting the team to own quality, and investing in how they think instead of how they document, changed the work.