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.

Mike "Z" Gotshall
SENIOR UI TECHNICAL DESIGNER / UI TECHNICAL ARTIST
Profile
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)
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Shipped UI feature work across four major Destiny 2 expansions and supported Eververse commerce, timeline, and event-facing features.
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Contributed to a complex refactoring of the Reward Pass to permit additional reward track progression with more rewards.
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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.
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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.
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Expanded the Timeline screen to permit continued growth, especially beyond The Final Shape as Destiny 2 continued to explore more releases.
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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.
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Led technical design for Destiny Announcements, a long-awaited player messaging feature.
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Was able to bring Destiny Announcements, and inbox-style message center that was a long requested feature by players.
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This feature is able to lower the friction by placing messages, that would normally be closed quickly, into a message center for later review.
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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.
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Wrote and maintained documentation that exposed UI inconsistencies and helped drive more cohesive player-facing features.
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Created a comprehensive case study of the Marathon front-end UI and documented all cases of UX diversion or inconsistency following the debut launch.
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Used this study to inform bug tracking, feature revision, and in some cases systemic refactors.
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Reduced bottlenecks by moving comfortably between UX, art, data, scripting, bug triage, and implementation.
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I am able to wear many hats with backgrounds that include:
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2D UI art design and optimization in Illustrator and Photoshop.
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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).
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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
Senior Technical UI Designer - Bungie / Sony Interactive Entertainment
2022 - 2026
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Led UI technical design for Destiny Announcements from feature request and art/data intake through implementation, iteration, and deployment.
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Partnered with UX, engineering, art, production, and design to translate concepts into game-ready screens and systems for Destiny 2.
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Supported multiple major expansions, Season Pass and Timeline work, live events including Eververse, and future-facing UI feature updates.
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Provided senior-level scoping support, UX oversight, implementation planning, and documentation for complex feature work.
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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
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Owned rapid prototyping for the UI team, helping prove out new-project UI direction quickly inside the engine.
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Served as sole UI technical designer for new-project prototypes, consolidating multidisciplinary ideas into functional implementation.
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Managed and onboarded UI designers while helping standardize implementation practices and reduce team friction.
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Collaborated across design, engineering, and art to convert concepts into playable front-end and HUD experiences.
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Maintained many elements of the Flash/Scaleform based UI elements throughout World of Tanks Console.
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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
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Designed and implemented front-end and HUD systems for World of Tanks Console Edition.
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Maintained UI style guides and documentation to preserve consistency across screens and game systems.
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Triaged, investigated, and resolved UI bugs across live game features.
QA - Wargaming Chicago2013 - 2014
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Tested and evaluated front-end UI usability, player flow, and interaction quality.
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Logged, reproduced, and reported bugs with clear context for design and engineering teams.