
Role – Principal Technical Designer
Overview
My role as a technical designer at Bit Reactor encompasses a wide range. I directly collaborate with Strategy designers to design long-term retention and character progression systems. I’m often the first in to prototype these systems (Miro/Figma/In-Game), working closely and mentoring UX Designers in the process. I am responsible for overseeing all of the implementation, iteration, polish, bug-fixing of a wide range of menus & UI features including post-mission summaries, character menus, holotable content ,cosmetic customization screens, onscreen notifications, objectives & tutorialization, main menu flows, and localization support.
I additionally help craft and support diegetic elements that represent NPC Stations (collaborating with environment, lighting & narrative teams, design & implement enemy behaviors, build tactical interactables, contribute to enemy/player ability/stat balance and assist in Jira triage for the Strategy team.
More details to come with Zero Company’s release on August 27th 2026
It takes a whole village to build a game. Though I cannot claim full credit as I worked alongside some of the best folks in the industry.
Additional Credit:
Strategy Team:
- Grayson Scantlebury – Lead Designer
- Valerie L. – Senior Designer
- Austin Kincer – Systems Engineer
- Russell Aasland – Systems / Gameplay Engineer
- Michael Blackard – Producer
UI Team
- Jeremia Sheehan – Lead UI Engineer
- Tyler Eichten – UI Engineer
- Bryce Nelson – UI Enginner
- Daanish Syed – Art Director
- Sergey Trubetskoy – Senior UX Designer
- Christopher Fodge – Senior UX Designer
- Chelsea Liu – UX Designer
- Casey Coleman – Producer