Kam Seidl — Senior UI/UX Designer
Kam Seidl UI/UX
Open to Senior & Lead UX roles Atlanta, GA

Kam Seidl

A different product every time. The same job every time.

Thirteen years across live-service games, SaaS platforms, mobile titles, and client work. A shooter played by millions, a quarterback training platform, slots built under licensor review, a consultancy selling to federal agencies and small businesses at once.

What carries between them is not a style. It is a habit: find where people are getting stuck, and design that away.

Selected work

Crucible Tech Web portal · SaaS

Crucible

Product Design · UX / UI · Product Marketing

A quarterback training platform for coaches and athletes: QB Lab, Offensive Info, and Custom Racks.

Sales up 45% after my additions shipped.

View case study →
yourvcs.com One company.
Two markets.
Federal agencies and small businesses, one site
V Consulting Services Web · Brand · Client work

VCS

UX / UI · Brand identity · Client sites

The site for an AI consultancy selling to federal agencies and small businesses at once, plus sites for their clients.

Two audiences who share nothing, one front door.

View case study →
Hi-Rez Studios PC / Console · Live service

Paladins

Sole → Lead UI/UX · Retention · Monetization

Rebuilt the out-of-game experience of a nine-year live shooter: store, inventory, quests, daily login, and per-champion HUDs.

Cut the 7-click purchase flow, four clicks above the genre standard.

View case study →
Hi-Rez Studios PC / Console · Live service

Smite 2

System design · Modernization · Retention

Reimagined core out-of-game systems for the sequel, simplification first, boutique themed UI second.

A modern front end a returning audience does not have to relearn.

View case study →
Zynga Mobile · Live service

Wizard of Oz:
Magic Match

Research · Retention · Modernization

Four programs on a declining match-3 title: two new features, a UI modernization, and an outsourcing pipeline.

Includes the redesign that failed, and what I did next.

View case study →
What leads say

“Kam absolutely owned UI/UX as a single individual. She was self-sufficient, self-managing, and clear on her tasks. It was a massive relief to have a pro at the helm.”

Daniel Lilleberg
Executive Producer and Art VP at Hi-Rez Studios
Read all recommendations →

Hiring for UX?

My resume is one click away, and I answer email the same day.

Kam Seidl

Every product I have worked on has been someone else's world. My job in each of them has been the same one.

Thirteen years of it. Seven in web and PC, six in mobile, across industries that share almost nothing.

Live titles with fixed ship dates taught me to plan the day a project is approved and to work agile beside the engineers building it. I have led a team and I have been the only designer in the room, and I am better for having done both.

When a domain is new to me, I learn enough to be useful and ask the people who live in it for the rest. That is how a designer who had never called a play ended up designing how quarterbacks study.

Lately that means carrying what games taught me about attention, motivation, and clarity into SaaS. Scientific Games, Caesars, Zynga, Hi-Rez, and most recently Crucible.

Recommendations

“Kam’s exceptional creativity, technical expertise, and pragmatism have made a significant impact on the game we worked on, and I am confident that she will be an invaluable asset to any team she joins.”

I had the privilege of working with Kam for the past three and a half years at Hi-Rez Studios, where she, as sole and Senior UI/UX Designer on Paladins, reported directly to me.

Kam played a critical role in the design and implementation of several major features in Paladins, including the Daily Login and Quest systems, custom mutators for game modes, and the complete rework of the Item Store UI in the Siege: Beyond update. Her ability to manage large-scale design projects, deliver polished, intuitive user interfaces, and collaborate across disciplines, often under tight deadlines, was instrumental to the game's success.

Kam took point on several process improvements and helped to establish best practices on Paladins. She was pivotal in prioritizing UI/UX features and managing project milestones to align with tight deadlines. Her mentorship and knowledge-sharing helped integrate newcomers into the team swiftly and effectively.

She has a keen eye for monetization opportunities, and her work on high-impact features like the Trials Rework, UI Style Guide, and Bounty Store UI directly contributed to improved player retention and engagement. I enthusiastically recommend Kam.

Daniel Fishman
Lead Game Designer and Mentor at Hi-Rez Studios

“The game industry is actually behind on UX and usability, and the key is an understanding of basic UX from other fields and the new emerging language in games. It’s vital, and Kam is pushing forward with those sensibilities.”

It’s awesome to hear about someone and see their work building a clear reputation of passion and consistency, and it’s even better to get a chance to work with that person. As a long-time employee on Paladins, I knew its UI needs back to front, and when I was moved to other teams I was hoping the project would get the talent it needed.

Even being on another team with light crossover, it was clear that Kam was that person. Just seeing the effort, the attention to detail, and the ambition of quality that Kam would post on JIRA was worth keeping your eye out for.

UI is complicated; the venn diagram of cosmetic needs and UX needs is hard to parse and even harder to explain, but so clear when it’s all done right. Kam lived up to the reputation of her passion and energy.

Casey Edwards
Art Director and Character Concept Artist at Hi-Rez Studios

“Kam absolutely owned UI/UX as a single individual. She was self-sufficient, self-managing, and clear on her tasks. It was a massive relief to have a pro at the helm.”

I could tell directly that she took full responsibility for her portion of the pipeline. As the new EP on a team that had just undergone staffing reductions, I was concerned for every portion of the pipeline still being able to function, and it was a massive relief to see that Kam was fully on top of her role.

She had already made adjustments with the shifting sands on the project team and was focused on keeping things moving. Kam, alone handling UX/UI as well as UI Art, was not a part of the project I had to be concerned about. I would definitely recommend her as someone who is very reliable and passionate about her role in game development.

Daniel Lilleberg
Executive Producer and Art VP at Hi-Rez Studios
← All work
Crucible Tech Web portal · Mobile · SaaS Product Designer

Crucible

Crucible trains quarterbacks in a 3D decision simulator and gives coaches an analytics portal to track it. I designed both sides.

Role

Product Designer, covering UX, UI, and product marketing

Responsibilities

Product strategy, information architecture, content modeling, interaction design, design system, onboarding, prototyping, marketing site

Team

Founders, backend and frontend engineers, and football subject-matter experts

Tools

Figma, Adobe CC, engineering handoff

Timeline

Nov 2025 to present

The marketing site: the story a coach reads before they ever see the portal.
01

Easing the friction in what already shipped

The product worked. It just asked too much of the people using it. I cut steps out of the paths coaches use daily and rebuilt login and onboarding so a new user actually reaches their first session.

Same product, far less to get through.

02

QB Lab: a learning loop in front of the simulator

Athletes were dropped into simulated reps with nowhere to learn the vocabulary those reps assume. QB Lab is where they build it first.

A QB Lab install expanded to show its lessons, their progress, and the concepts each one covers
An install opened up: each lesson carries its own progress, status, and the concepts it drills.
The content model a coach builds in, staged privately until it is ready
Install
The org's stack. Draft until published.
Lesson
One unit of study, published on its own schedule.
Modules + practice reps
The learning cards, and the plays and coverages that drill them.

Two ways to build a lesson

Normal mode picks the modules from the plays a coach already chose. Expert mode opens the full library. One flow, two levels of trust in the tool.

Their words, not ours

Every module and play name renders in the organization's own terminology, so a lesson reads like that program's film room.

Order is teaching

Coaches drag modules into the order they want taught. Sequence is part of the lesson, so it had to be theirs.

Study the concept, rep it, read the decision data, go back to what tripped you up.

03

Offensive Info: flashcards, not coursework

QB Lab satisfied coaches and lost the players. Teenagers opened it, felt school, and stalled out partway through. So I rebuilt the study half as flashcards.

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Learn mode

Term on the front, answer on the back, at the player’s own pace. No clock, no score.

Test mode

The same set against a timer, scored on speed as well as accuracy.

The color is data. An organization sets its own palette and every surface picks it up, so an install looks like that program and not like Crucible.

A slow right read is still a sack, so the clock is part of the drill.

04

Custom Racks: assign the exact look

Coaches did not want a shuffled deck. They wanted the six defenses their quarterback sees on Friday. A rack freezes specific plays, no randomization, with a due date.

I cut the build to two steps because assigning is the part coaches abandon. Each rack reports back complete or pending per athlete.

Build: pick the plays and coverages. Then review and assign.
Youth High School College Pro One rack, four levels of the same game

Also mine

The athlete side

The player-facing half of the same data, written for someone who wants to know what to fix before Friday.

Login and accounts

Sign-in, verification, password reset, and organization setup.

Seats, plans, and billing

Seat selection, requests, plan changes, checkout. The revenue model is seat-based, so this is where the business lives.

The marketing site

Positioning, page structure, and copy for the site in the video above.

Outcome

Sales rose 45% once my additions shipped.

Engineering rollout ran behind the design work, the trade you make at an early-stage company. Scoping for what the team can actually ship is part of the design, not a constraint on it.

← All work
V Consulting Services Marketing site · Brand UX Designer · Tech Ops

VCS

VCS sells AI automation to two audiences with nothing in common: federal contracting officers and small business owners. I designed and built the site that has to convince both, then designed sites for their clients.

Role

Technical Operations and UX Designer

Responsibilities

Site architecture, UX and UI, brand identity, content structure and search, build and technical operations, client site design

Team

Agency principals, plus client stakeholders across sports, hospitality, and legal

Tools

Figma, Adobe CC

Timeline

Aug to Dec 2025

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01

Two audiences, one front door

A contracting officer needs SAM.gov status and NIST alignment before anything else. A small business owner needs to hear that their website is costing them leads. Same company, opposite reasons to keep reading.

So I split the navigation at the top level. Government and Small Business are peer paths with four services each, and the home page hands you off within one screen. The shared story comes after the split, where it reads as credibility instead of hedging.

The split
Government
AI Readiness · Agentic AI · Document Intelligence · AI Governance
Proof first: certifications above the fold
Small Business
Brand Strategy · Website Design · Workflow Automation · Managed Security
Pain first: the cost of the workaround
02

Selling a methodology, not a service list

The methodology is what makes VCS one company instead of two, so it gets the same visual weight as the services: four principles, short declarative blocks, landing before anyone reads a service description.

Zero dependency sits first, in the client's own words: you own the system, you run it without us.

The differentiator gets the same real estate as the offer.

04

Designed to be found

Both audiences start at search, so structure was a design problem. Every service is its own page rather than an anchor on a long scroll, and the FAQ answers the questions people actually type.

I handled the build and technical operations myself, so nothing drifted between design and implementation.

A page per question people actually ask.

05

Then the same work, for their clients

Website design is one of the things VCS sells, so I designed sites for their clients across sports, hospitality, and legal. Three industries, three different buyers, each needing real brand identity rather than a template with their logo dropped in.

Client work sharpened one thing in particular: getting a non-designer to say what their business actually promises, then holding them to it when the design gets uncomfortable.

Sports Hospitality Legal Brand identity and site design per client
← All work
Hi-Rez Studios PC / Console · Live service Sole → Lead UI/UX Designer

Paladins

I joined a legacy live-service shooter as its only UX/UI designer and rebuilt the out-of-game experience so players could find things and finish what they started.

Role

Sole UI/UX Designer, then Senior and team lead

Responsibilities

UX, UI art, engine implementation, UI style guide, feature prioritization, milestone planning, mentorship

Team

Game designers, engineers, artists, and producers, plus outsource partners

Tools

Photoshop, Illustrator, After Effects, Unreal Engine, Perforce, Jira

Timeline

May 2020 to Sept 2024

01

Store refactor & inventory rework

Monetization had been a long-standing problem: buying an item took seven clicks, four more than players expect anywhere else. I streamlined the purchase, added real inventory sorting, sped up the back end, and made the line between owned and buyable legible at a glance.

Shipped in the Siege: Beyond update.

Paladins store refactor
Questing rework mockup
02

Questing rework

An over-bloated system, split across two places. I merged daily quests with the eight-week questing track into a single screen, which cut new-player confusion and gave designers a system that stopped adding tech debt every patch.

One screen for every quest a player owns.

04

Daily login modernization

The old month-long calendar punished you for missing a day. The new model compresses the chase into seven days and lets you claim on your own schedule, so the reward still pulls without the guilt.

No more penalty for missing a day.

Daily login modernization
05

Boutique champion UI

Designed, implemented, and animated unique devices that track each champion's abilities. Engine restrictions meant no runtime animation, so every state was hand-animated as a PNG sequence.

← All work
Hi-Rez Studios PC / Console · Live service System Designer

Smite 2

A third-person MOBA rebuilt in Unreal 5. Anything with a well-loved predecessor has to innovate without betraying the source, so the work was making systems clearer and more characterful at the same time.

Role

Senior UI/UX Designer, system design

Responsibilities

System design and implementation, boutique character ability UI, in-game ability quick view, resource-management legibility, themed UI

Team

Game designers, engineers, and artists

Tools

Figma, Adobe CC, Unreal Engine

Timeline

Jan 2024 to Sept 2024

Smite 2
01

Boutique character systems

The original Smite had ability UI that was inconsistent from god to god and inefficient to read mid-fight. The rebuild had to make resource management unmistakable while pushing as much character-specific theming into it as the engine allowed.

Jing Wei's device below is one system in its states: base, then each bird charge, then the VFX shape. The theming is doing real work here, because the resource it tracks is the thing the player is watching for.

In play, where it has to work: the devices read at a glance in the corner of the screen, mid-fight, without pulling the eye off the god.

Distinct per god, consistent as a system.

Jing Wei ability device, base state
Jing Wei ability device, one charge
Jing Wei ability device, two charges
Jing Wei ability device, three charges
Jing Wei ability device, VFX shape
02

An ability quick view, in gameplay

MOBAs lean hard on recency memory: you are expected to remember what every ability does, on a character you may have picked up ten minutes ago. That tax falls hardest on new players, and on anyone trying a god for the first time.

I designed an in-match quick view that puts a digestible version of each ability description one glance away, with animation and highlight states making locked, upgradable, and upgraded abilities readable without stopping to parse text.

Less memory, more play.

In-game ability quick view
04

Designing against a beloved predecessor

A sequel to a game people have played for a decade is a change-management problem as much as a design one. Every improvement is measured by returning players against the version living in their muscle memory.

So the rule I worked to: fix what was genuinely inconsistent, keep what players already knew where to find, and spend the novelty budget on theming rather than on relocating things.

Innovate where it helps, stay familiar where it counts.

← All work
Zynga Mobile · Live service Designer · UI Artist 2014 to 2019

Wizard of Oz: Magic Match

A three-year-old match-3 title losing revenue every week, played mostly by women aged 45 to 60. Four programs over two years: two new features, a UI modernization that failed publicly before it worked, and an outsourcing pipeline built from nothing.

Role

UX Designer and UI Artist

Responsibilities

User research, flow charts, wireframes, interactive prototypes, FTUE design, UI art, RFP authoring, outsource direction

Team

One designer, one artist, and one remote developer per feature, inside a team of two designers, two artists, and three developers

Tools

InVision, Photoshop, Illustrator, After Effects, Unity, Jira

Timeline

May 2014 to Sept 2019

01

Daily retention, on the second attempt

The team had already shipped a feature like this once and missed the target. Nobody had gone back to ask why. I did: message analytics and player conversations showed the instructions ran too long and read as work, and that players resented anything interrupting the core loop.

So the rebuild stayed outside the loop and led with a character instead of a task list. On an aggressive deadline I cut the art cost to one pose and one face, changing costume and color per level, then carried that level color through the rest of the feature as a progress cue.

Up about 5% monetization and 3% logins within two weeks.

Daily retention feature
A late requirement, solved without a flow hit

At final review, a stakeholder added a requirement that was not in the acceptance criteria and would not ship without it. It also broke the core flow, the one thing every piece of research said not to touch.

Rather than take the flow hit, I proposed an alternate ending animation that satisfied the request without adding a step. Our developer and I wireframed it the same day, got approval, and shipped on time. Afterward I added a flow-chart review with stakeholders to the process, so criteria stop appearing at the finish line.

Card collection event
02

A card-collection event for an audience that hates complexity

Stakeholders wanted a genuinely new kind of experience inside a game whose players were 82% women, most of them between 45 and 60. Card collection is a mechanic built by and for a very different audience, so the risk was obvious.

I audited the established players in that space, Elder Scrolls: Legends and Shards of Infinity among them, and played them daily for a week keeping my own notes so the wireframes argued from evidence. Post-its to whiteboard to flow chart to graybox, then art swapped in screen by screen.

Internal testing across teams outside QA said the instructions still confused people. I added an FTUE screen explaining duplicate cards, upsized assets, and animated every tappable element.

About 6% monetization lift over the first limited run.

04

The modernization that had to fail first

Year three, revenue sliding about 0.03% a week, and years of added features had left visual clutter that buried anything new. I stripped the decorative characters, moved the header up to read as progression, simplified copy, raised contrast, and deliberately left monetization exactly where players' thumbs already knew to find it.

We launched it. Sales dropped. We reverted inside days and sales recovered, and the interviews explained why: players liked the new UI. They just did not want their screens changed.

That reframed the whole problem from visual design to change management. New strategy: every new feature ships in the modern style, while existing core screens change only in small increments as players acclimate. The first feature built that way lifted daily users about 0.06% and monetization about 1.2%, and the core screens went onto a five-part roadmap across the following year.

The redesign was right. The rollout was wrong, and that was mine to fix.

Original UI before the pass
Old UI kept, copy simplified
New UI, duplicated framing removed
05

Buying the team more hours

Two designers, two artists, three developers, new level content due every two weeks, and no documented process for any of it. I wrote the RFPs and ran the outsourcing myself.

I trialed two vendors against the same brief to see which asked questions when confused, built documentation that paired visuals with written instruction, and shipped a library of blank templates pre-set to the right ratios and guides so deliverables came back correct by default. Then a standing check-in cadence: they send progress, I send feedback, nobody discovers a problem at delivery.

Every miscommunication went back into the documentation. It ended up doubling as onboarding material for new hires.

Three weeks, six check-ins, content shipping without the internal team touching it.

06

Also at Zynga: Wizard of Oz and Willy Wonka Slots

Alongside Magic Match I worked the studio's slots titles, the work that helped revive Zynga's Austin office.

Brand compliance

Designed within licensor guidelines for two well-known IPs, clearing art and UI through client review without losing the game's own voice.

VIP program

Worked the highest-value player experience, the tier where design decisions move revenue directly.

Pre-production strategy

Developed saleable concepts early enough to shape what got greenlit.

UI Design

Graphics, icons, and hand-animated sequences made alongside the UX work. Click any image to open it full size.

Graphics

Animation

Ability-tracking devices for Paladins champions, hand-animated as PNG sequences because the engine allowed nothing else.

← Back to work

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