
HI,
I'm jess
Product Design Director
15+ years driving impactful design strategies and building award-winning products across tech and gaming at
Unity, Rovio, Next Games, and Stash.
STASH: Architecting the DTC Revolution in Gaming
Building DTC ecosystems that bypass platform fees. I direct the product design and strategy for games like Warhammer 40,000: Tacticus, F1 Clash and Predecessor delivering high-performance Webstores and Loyalty Programs that maximize LTV and retention.


Predecessor - Webstore
Directing the Product Design for Omeda Studio’s DTC ecosystem to reclaim revenue from platform fees. I lead the design of the Predecessor Webstore, ensuring the web experience mirrors in-game fidelity to optimize for high conversion and long-term player retention.View more details...

F1 Clash - Webstore
Leading the product design and strategy for the F1 Clash Webstore, delivering a high-performance storefront with dynamic, personalized offers. This initiative bypasses the App Store fees, maximizes LTV and player retention while significantly streamlining catalog management and operational workflows for Hutch.View more details...

Warhammer 40,000: Tacticus - Webstore & Loyalty
Directing the product design and strategy for Warhammer 40,000: Tacticus. Delivering a high-performance DTC Webstore and Loyalty Program, bypassing App Store fees to maximize LTV and long-term player engagement: 29% DTC share, 75% repeat purchase rate across the webstore and refund rate below 0.1%View more details...Warhammer 40,000: Tacticus
Product performance in numbers
75%
Repeat Purchase Rate Across The Webstore
29%
DTC Share
0.1%
Refund Rate
UNITY: Muse ecosystem R&D
Advancing new ideas at Unity Labs. Building the products of tomorrow and accelerating creative workflows to empower all creators. I lead product design for MuseLab, Unity’s dedicated GenAI Innovation Hub, and Muse web apps including Muse Animate and Digital Humans.


UNITY: Muse Animate - GenAI Text-To-Animation tool
Leading the product design of the Muse Animate, a text-to-animation web app that leverages GenAI to turn ideas into motion instantly, empowering a new generation of creators to animate characters at the speed of thought.View more details...

UNITY: MuseLab - GenAI Innovation HUB
Directing a Two-Sided Ecosystem: Creator & Developer Hubs.
I led the product design for the Unity MuseLab, a dual-facing ecosystem designed to bridge the gap between experimental AI research and scalable developer integration.View more details...

UNITY: Digital Humans lite - 3D Character Generator.
Directing the product design of Digital Human Lite, transforming professional-grade Digital Human character creator into a streamlined, web-based experience. By abstracting complex technical workflows, I empowered non-technical creators to generate high-fidelity 3D characters, reducing production timelines from days to minutes.View more details...Hatch Kids: Fun learning
Transforming children’s learning experiences with Cloud Gaming. I lead the Product Design and Creative Vision of an innovative app that delivers top educational games in a heartbeat


Hatch Kids: Cloud Gaming
Leading the Product Design of Hatch Kids, an innovative Cloud Gaming ecosystem for kids. Architecting frictionless learning experiences that leverage instant-play technology to deliver premium educational content.View more details...ROVIO: ANGry birds classic
Lead Art & UX of Angry Birds Classic for 3 years, concepting Art, Design and UX for core game updates. I specialized in bridging creative vision with performance optimization to drive player engagement and lift key business KPIs.


ROVIO: Angry Birds
Leading Angry Birds Classic Art & UX while driving optimization to enhance player engagement and improve KPIs. I lead the art and UX team and delivered major updates such as "Red's Mighty Feathers" and the highly successful "Short Fuse, which dramatically raised the MAU, improved retention, and quadrupled ingame purchases through new IAPs.View more details...Next games: The walking dead
Elevating immersive player experiences and LiveOps in The Walking Dead: No Man's Land and The Walking Dead: Our World. I lead the Art and UX improving player retention and LTV


NEXT GAMES: The Walking Dead
Leading the Art & UX of The Walking Dead: No Man’s Land and the Art and UX LiveOps of The Walking Dead: Our World. I directed the visual and interaction design to drive long term player retention and maximize LTV.View more details...don't hesitate to Reach Out
I'm always happy to have a chat!

LinkedIn
www.linkedin.com/in/jessicasundell/

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