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Kam Seidl | UI/UX Designer

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A digital designer with over 13 years of experience in design, 6 years in mobile design, and 7 years in web/PC design. I am a huge proponent of attacking design in a pragmatic way. In our current world, doing things well and efficiently means you need to make a clear plan once a project has been approved. Working on live projects with set release dates, I have learned ways of using new tools and agile techniques with other developers and designers to help produce amazing results that have stunned stake holders. I have led a team as well as acted as a single contributor, as long as the teamwork amongst the project is strong I find myself excited to be in the field I am. Lately I've been branching out to help with more SaaS projects using techniques I've learned from gaming. Previous work employers include Scientific Games, Ceasars Entertainment, Zynga, and most recently, Hi-Rez Studios.

[ Featured Testimonials]

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’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.

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. When coordinating with our programming and production teams to ensure that the user experience met high standards, Kam approached every challenge with creativity and practical efficiency.

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, ensuring consistent quality and performance even during periods of significant transition, and she regularly identified and helped bridge gaps in communication.

In addition to her technical skills, Kam is an exceptionally thoughtful and detail-oriented designer who constantly keeps the player experience at the forefront of her decision-making. She excels in creating user interfaces that not only look great but abide by industry conventions to make them intuitive and highly functional. Kam has a keen eye for detail and a deep understanding of UI/UX design standards, which she combines with a collaborative mindset, always ready to embrace new ideas or offer constructive feedback.

Kam’s resilience and adaptability are also worth highlighting. Whether handling the evolving needs of a live-service title like Paladins or responding to shifting timelines, she consistently delivered top-tier results. 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.

Kam is an exceptional UI/UX designer with a proven ability to deliver high-quality, user-focused designs across all stages of game development. Her technical skills, collaboration, and tireless dedication make her an outstanding fit for roles in UI/UX, particularly those for games that require overseeing complex interfaces and collaborating across multiple departments. I enthusiastically recommend Kam and am confident she will continue to excel as her career progresses.

Daniel Fishman

Lead Game Designer and Mentor at Hi-Rez Studios

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

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

So I’m very glad we finally got to work together this last year - UI is complicated, the venn diagram of cosmetic needs and UX needs is hard to parse, even harder to explain- but so clear when it’s all done right. Kam lived up to the reputation of her passion and energy.

In my opinion, 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.

Casey Edwards

Art Director, Character Concept Artist at Hi-Rez Studios

Kam absolutely owned UI/UX as a single individual- she was self-sufficient and self-managing, clear on her tasks, and 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 underwent 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, had already made adjustments with the shifting sands on the project team, and was focused on keeping things moving. It was a massive relief to have a pro in Kam at the helm on UI/UX; I could tell pretty quickly that 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, Art VP at Hi-Rez Studios

Kam Seidl 2025

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