In 2021 I left Blizzard and joined Zynga, moving to Austin, to work on Star Wars Hunters.
Star Wars Hunters was a team based arena shooter game. Online, Multiplayer, with character based kits and a third person camera.
After my time as a Quest Designer on WoW, I decided I wanted to return to Level Design. I was also very excited to work with and learn from the lead level designer, Beth Beinke, who’s work I had admired for years.
Hunters was an interesting challenge. We had to build small maps that worked for multiple game modes. The conceit of the game was “Star Wars x WWE”, building on the idea that the arena owner, Balada the Hutt, was creating a sport. It meant that while everything was canon, not everything was as it seemed. We leveraged moments from many of the Star Wars movies and tv shows, but in a “fake” way, like Disneyland.
I worked closely with a design director to build out maps for several prototype modes, none of which would ship with the final game due to re-prioritization by the directors. I also worked as the point person, coordinating level and game design efforts between Zynga and our Co-Dev partners.
Hunter’s development was challenging, not only because the team was split between the US and the UK, but also due to the restrictions of the IP. Our game was considered Canon, and all that implies.
I worked on the Ewok Village map, assisting in adding flanking routes and cover to balance it for both teams.

I also made heavy changes to the Aftermath map, which had Payload gameplay. The map was split between an Endor themed area, transitioning halfway through to a Hoth themed area.
Star Wars Hunters launched in June of 2024, after I had already left the company. Unfortunately, it was not able to find it’s audience and was deactivated in October of 2025.