World of Warcraft: Midnight®
As a Live Ops Designer at Blizzard Entertainment, I supported live campaigns for World of Warcraft across paid media, social, CRM, and platform-specific channels. Â Midnight is the second chapter of the Worldsoul Saga, centered on a conflict between the forces of Light and Void. The Light vs. Void narrative let me play with that contrast visually, with some assets fully steeped in void darks and others built around radiant light tones, and the launch of Player Housing added a dedicated set of assets built around that feature.
This ran across an expanded range of formats, from Twitch headers, merch, and organic social to CRM materials and the Battle.net Launcher. Most of my work centered on rapid iteration and A/B testing for paid ads, producing a high volume of creative variations and using performance data and stakeholder feedback to continuously refine them, including applying proven insights to drive stronger click-through rates.
Scope
Branding
Social Design
Paid Media
Live Ops Design










Merch Designs
I created esports merchandise and BlizzCon medal designs for 2026, hand-crafting vector artwork from scratch to develop concepts aligned with each initiative’s theme, including patch-inspired city visuals and broader Void-driven creative direction. The goal was to create pieces that felt collectible and wearable beyond the event itself.






Battle.net and Blizzard.com Designs
The social assets I designed were also adapted for Battle.net, the platform used to launch World of Warcraft, as well as for use on Blizzard.com, where they were resized and optimized for use across thumbnails, blog posts, promotional pop-ups, and the header carousel.





