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Résumé

If you aren’t quite ready to connect yet, but you want to take a brief look at my professional history, you’ve come to the right place.

This is a condensed version of my CV; it omits personal contacts, references, and specific skill lists handled in other sections. It serves strictly as a career history guide. For a complete background, please use the main contact form or tap the button below for a shortcut. Note: I also have my most recent four professional performance reviews available for your review upon your request.

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Mike "Z" Gotshall

SENIOR UI TECHNICAL DESIGNER / UI TECHNICAL ARTIST

Profile

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Senior UI technical designer and UI technical artist with 12+ years of experience spanning game UI, live-service features, rapid prototyping, and multidisciplinary production design. I bridge UX, visual design, implementation, documentation, and content pipelines to transform ambiguous feature goals into functional, shippable player-facing UI.

 

Key Achievements (Bungie)

  • Shipped UI feature work across four major Destiny 2 expansions and supported Eververse commerce, timeline, and event-facing features.​

    • Contributed to a complex refactoring of the Reward Pass to permit additional reward track progression with more rewards.​

      • Added the "Act Structure" for the final shape to allow the season progression to be more immersed in the events of the major expansion narrative.

      • Introduced a system that allowed players to continue to earn beyond the end of a season in the form of Engram accrual that, once earned, would grant rewards from a pool.

    • Expanded the Timeline screen to permit continued growth, especially beyond The Final Shape as Destiny 2 continued to explore more releases.

      • Continued exploration in how we present the expansion nodes to the players for greater understand of the timeline, review of vaulted content markers, and higher fidelity visual representation.​

  • Led technical design for Destiny Announcements, a long-awaited player messaging feature.

    • Was able to bring Destiny Announcements, and inbox-style message center that was a long requested feature by players.  ​

    • This feature is able to lower the friction by placing messages, that would normally be closed quickly, into a message center for later review.​

    • It also reduced friction by, at times, greatly reducing the amount of pop-up messages that were received when launching into the game so players could get right into the action.

  • Wrote and maintained documentation that exposed UI inconsistencies and helped drive more cohesive player-facing features.

    • Created a comprehensive case study of the Marathon front-end UI and documented all cases of UX diversion or inconsistency following the debut launch.​

      • Used this study to inform bug tracking, feature revision, and in some cases systemic refactors.

  • Reduced bottlenecks by moving comfortably between UX, art, data, scripting, bug triage, and implementation.

    • I am able to wear many hats with backgrounds that include:​

      • 2D UI art design and optimization in Illustrator and Photoshop.​

      • Reviewing C++ code to inform a system or component functionality. (Disclaimer - I am not a coder/engineer but I can often discern important factors in code).

      • When it was needed, I was able to step in and assist with the actual UX framing and wireframes to expedite or pivot on designs when it was critical to do so.

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Experience

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Senior Technical UI Designer - Bungie / Sony Interactive Entertainment

2022 - 2026

  • Led UI technical design for Destiny Announcements from feature request and art/data intake through implementation, iteration, and deployment.

  • Partnered with UX, engineering, art, production, and design to translate concepts into game-ready screens and systems for Destiny 2.

  • Supported multiple major expansions, Season Pass and Timeline work, live events including Eververse, and future-facing UI feature updates.

  • Provided senior-level scoping support, UX oversight, implementation planning, and documentation for complex feature work.

  • Supported the Marathon team with rapid bug fixing, new feature stand-up, and large UI update support for future seasonal content.

 

Senior Technical UI Designer - Wargaming Chicago

2018 - 2022

  • Owned rapid prototyping for the UI team, helping prove out new-project UI direction quickly inside the engine.

  • Served as sole UI technical designer for new-project prototypes, consolidating multidisciplinary ideas into functional implementation.

  • Managed and onboarded UI designers while helping standardize implementation practices and reduce team friction.

  • Collaborated across design, engineering, and art to convert concepts into playable front-end and HUD experiences.

  • Maintained many elements of the Flash/Scaleform based UI elements throughout World of Tanks Console.

  • Helped rebuild and refactor much of the front-end and HUD UI for the introduction of the Cold War and eventually Modern Armor additions.

 

UI/UX Designer - Wargaming Chicago

2014 - 2018

  • Designed and implemented front-end and HUD systems for World of Tanks Console Edition.

  • Maintained UI style guides and documentation to preserve consistency across screens and game systems.

  • Triaged, investigated, and resolved UI bugs across live game features.

 

QA - Wargaming Chicago2013 - 2014

  • Tested and evaluated front-end UI usability, player flow, and interaction quality.

  • Logged, reproduced, and reported bugs with clear context for design and engineering teams.

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