Contributed to the game design and UX of Blizzard's hit digital card game Hearthstone.

Hearthstone was Blizzard's experiment in something different — a free-to-play digital collectible card game built by a small, passionate team. Drawing from Warcraft's rich lore, it launched on PC and Mac before expanding to iOS and Android, with full cross-platform play. The ambition was to take a genre known for complexity and make it genuinely accessible.
The design philosophy was deliberately opinionated: no opponent actions during your turn, a tactile interface that mirrored the feel of handling physical cards, and a commitment to avoiding the complexity traps that made other card games intimidating. The challenge was translating that vision into a fluid digital experience across both desktop and mobile — each with very different interaction patterns.


We designed for sessions you could fit into a lunch break — 15 to 20 minutes of meaningful play. That constraint shaped everything: card interactions, turn pacing, UI density, and feedback loops. The game started as PC-only, but early in development we recognized the mobile opportunity and committed to it as a first-class platform, not an afterthought.
Hearthstone became one of the most successful free-to-play digital strategy games ever made. By 2018, Blizzard announced 100 million players and nearly 80 million total game hours. The game continues to thrive as part of the Battle.net ecosystem — a testament to how thoughtful, player-first design can turn an internal experiment into a cultural phenomenon.
