Senior product and UX designer | Bothell, Washington
I turn complex systems into clear product experiences.
I am Stanton "Stosh" Steward. I design web and mobile products, prototypes, and systems that help
people understand what to do next. My work spans twenty years at Bungie and independent product building.
Long-lived ecosystems, community tools, and focused mobile experiences. Each project had to hold together across changing technical constraints, platforms, and release schedules.
01 | Mobile, web, and live service
Destiny Companion
Companion tools for the important moments between play sessions.
I shaped end-to-end experiences for gear, profiles, clans, fireteams, rewards, and account services across Destiny 1 and Destiny 2. The work moved between product strategy, detailed interaction design, prototyping, release support, and front-end collaboration.
A platform connecting game identity, community, rewards, and live service.
As the sole UX designer supporting Web Experiences, I worked across account creation, social systems, marketing surfaces, content tools, accessibility fixes, and React-era modernization. I also created the shared web UI library used as the foundation for new pages after 2023.
Role
Staff UX Designer
Focus
Platform, account, community, and design systems
Partners
Engineering, game design, legal, content, and external teams
Built modular Figma components and a shared UI library that improved responsive design and implementation handoff.
Ownership
Broad support with low friction
Created patterns engineers could reuse while supporting account, community, rewards, and marketing work.
Outcomes
Critical work shipped on time
Produced a focused parental-controls library that helped an external team deliver a legal requirement on schedule.
03 | Player data and social features
Halo Stats
Giving players a richer history of who they were beyond the console.
I designed Service Records, post-game reports, heatmaps, rankings, File Share, and early mobile stat experiences across Halo 3 and Halo: Reach. Dense game data had to become useful, scannable, and worth returning to after every match.
A playful way to learn Japanese a few minutes at a time.
I designed and built Kanamon end to end: product direction, learning loops, interaction and visual design, content structure, games, and the shipped iPhone app. The experience connects kana, vocabulary, reading, listening, drawing, and play in one approachable system.
A career spent making ambitious products more understandable for both the people using them and the teams building them.
I work comfortably between product strategy and implementation details: clarifying a system, finding the right flow, building a reusable component, or helping a team validate the final release.
At Bungie, that meant supporting player products across Halo, Destiny, Bungie.net, and early Marathon work while collaborating with engineering, game design, legal, content, UX research, and external partners.