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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.

Six designers on a live game. The work is how they decide.

My role
UX Team Lead
Platforms
DTC, web, browser, iOS, Android, Facebook
DAU
1M

The stakes

One designer improves one feature. The team improves everything.

Bingo Blitz is a live game, not one flow. It runs on DTC, a web platform, a browser version, iOS, Android, and Facebook. Core play, retention, monetization, events, progression, and social play all ship at once, on a roadmap that keeps moving, to millions of players. One strong designer improves one feature. What improves the whole game is how the team decides.

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

    I strengthened the pre-concept phase and put design reviews with the taskforces, so design is in the conversation before the screen is due.

  • Shared standards

    Figma templates, a presentation structure, and a UX Bible the whole team designs against. I also build the design system and the internal tools in the Bingo Blitz workspace, and I upload them to the GitHub repo.

  • Evidence

    Design questions go to research and to what players do in the live game, not only to taste.

  • AI in the daily workflow

    ChatGPT, Claude, Cursor, and Figma Make, for framing and for trying a direction fast. The tool has to improve the team’s judgment, not replace it.

Shared design-system documentation used across Bingo Blitz product tracks
Design system documentation in the Bingo Blitz workspace.

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.
  • 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

A designer can hold the bar when I am not in the room.

What stayed with me

Early on, I tried to protect quality through long specs and review gates. The work was predictable, and the team slowed down and depended 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.