Games Portfolio
Featured Work
Halo: Campaign Evolved
Halo Studios · 2026
CreditedHalo Infinite (Multiplayer)
343 / Halo Studios · 2021
CreditedHalo Infinite (Campaign)
343 Industries · 2021
CreditedForza Motorsport
Turn 10 Studios · 2023
UncreditedForza Horizon 5
Playground Games · 2021
UncreditedHalo Studios · Released July 28, 2026
Halo: Campaign Evolved
Insights Program Manager · Halo Studios
Contributions
- Established and operated feedback programs spanning player councils, flighting, user research, project validation, product reviews, and studio-wide reporting.
- Directed issue-prioritization processes that connected player and research signals to tracked product risks, recurring feedback triage, development discussions, and leadership visibility.
- Developed player-impact severity and prioritization frameworks incorporating audience impact, signal volume, and emerging trends to help development teams distinguish high-value product risks from isolated feedback.
Impact
- Owned and supported player council and user research studies to boost the studio's internal "fun" metrics to improve benchmark scores for new and returning players across Xbox, PlayStation, and PC.
- Focused on evaluating mission experience, difficulty, navigation, sandbox, pacing, UX/UI, audio, and other player experiences to identify strengths and product improvement before launch.
- Studio
- Halo Studios
- Released
- July 28, 2026
- Scope
- Remake of Halo: Combat Evolved's campaign, rebuilt with modern visuals, updated cinematics and refined controls
- New
- Three new prequel missions with Master Chief and Sgt. Johnson
- Play
- Solo or 4-player online co-op with crossplay and cross-progression
- Platforms
- Xbox, PlayStation, and PC


343 Industries / Halo Studios · 2020 – 2026
Halo Infinite (Multiplayer)
Pre-launch research · 2020 – 2022
User Research Specialist · Xbox Research
- Supported multiplayer usability and playtesting programs, including flighting and the 2021 technical preview player-feedback effort.
Live service · 2022 – 2026
Insights Program Manager · Halo Studios
- Owned the Playlists product end to end: planned content roadmaps, led discovery, evaluation, publishing and release readiness, and post-release playlist health.
- Built the UGC pipeline that brought community-made Forge maps into live matchmaking for the first time in Infinite.
- Partnered with Mountain Dew and Halo Forgers to create the very successful Halo 3 Refueled playlist, managing the requests and expectations of our partner while working with creators to deliver high-quality content for players to enjoy.
- Released 95 maps and modes into Halo Infinite multiplayer.
- Released Match Composer and monitored player usage habits to iterate on the product's offerings and overall live-service playlist structure.
Outside the studio
- Featured on the official Halo livestream as Playlist Lead & Insights Manager to present Playlists and community Forge content.
- Ran multiple Combat Workshop booths at gaming conventions to collect player feedback on in-development projects in person.
- Participated on the Community stages of the Halo World Championship as a judge for cosplay contests.
Watch: 15-minute Multiplayer Playlists update
Official Halo livestream · youtube.com/live/9aV4pIIz2p8


At the Halo Championship Series (HCS)
343 Industries · 2020 – 2021
Halo Infinite (Campaign)
User Research Specialist · Xbox Research, embedded with 343 Industries
- Supported campaign usability and playtesting programs, coordinating Xbox Research, recruiting partners, researchers and studio teams.
- Delivered reports from multi-day usability studies and remote playtests, presenting findings and recommendations to game leads.
- Authored or contributed to 21 internal research reports spanning Halo Infinite development, flighting, launch, and post-launch research.

Turn 10 Studios · 2019 – 2020
Forza Motorsport
Playground Games · 2019 – 2020
Forza Horizon 5
User Research Associate · Xbox Research
- Supported and ran remote and on-site player-research programs, coordinating participant recruitment, scheduling, waivers, gamertag collection, participant communications, privacy dependencies, and remote study logistics.
- Supported post-release and longitudinal player research initiatives by maintaining and sharing recruitment assets, segments, survey materials, and historical research resources across teams.
- Collected live player feedback metrics for the Forza Racing Championship esports series for the UR team to digest and present to the Forza team quickly.
- Improved research team efficiency through process documentation, operational troubleshooting, stakeholder support, status communication, and participation in research process and program improvement efforts.
Across both Forza titles — Forza Feedback Program
Built and owned the Forza Feedback Program: a database of 50,000+ players the studio drew on for player feedback. Players were contacted to take part in surveys and virtual or in-person user research sessions, letting studios and players connect and build stronger trust in studio decisions.
Ran survey programs in Qualtrics and SurveyGizmo, and managed end-to-end research operations from intake and recruitment to privacy review, debriefs and closeout.
And more…
Additional research programs supported across Microsoft gaming and devices.
Age of Empires IV
World's Edge / Relic · 2021
- One-on-one study support for game systems research.
HoloLens & Windows Mixed Reality
Microsoft devices
- Usability research with participants new to AR/MR.
Xbox Game Studios
First-party released titles
- Ran and moderated 1,000s of hours of playtest sessions for Xbox Game Studios projects and beyond.
- Monthly Pulse Surveys gathering health metrics for released Xbox games.
Game titles, artwork, and trademarks referenced above belong to their respective owners and are shown for identification of work history only. Xbox Research roles held through Experis (contract).