Creative Lead on Jitter.tv

Jitter turns Twitch streams into fully interactive, Twitch-integrated gaming experiences.

I led Jitter from its inception, defining the vision, ideating the core experience and shaping the project from early prototyping through to its live release and beyond.

Studio: Improbable

Project duration: 1 year
Months 1-2: Team of 2 (myself and GM)
Months 3-12: Team of ~7

2,000+ players vrs 1 twitch streamer

behind the scenes +

behind the scenes +

Step 1: Market and user research

When the GM approached me, he knew he wanted a Twitch-integrated game but didn’t yet know what the experience should be.

I kicked off the project by conducting market research and interviewing Twitch streamers to learn about their needs, motivations and what gets their viewers excited.

From the insights, I crafted a design brief that would achieve a strong product-market fit.

Step 2: Ideation

A producer joined us and as a trio, we explored ideas through a brainstorm that generated more than twenty distinct game concepts.

We filtered these ideas against my design brief and arrived at a winning game: a mob stampede. It was a concept I had previously explored at Improbable that found a perfect home here. Best of all: we were all excited by it!

I then expanded this into a fully formed design, creating an internal treatment deck and game wiki that aligned the team around a clear, shared vision.

(Image: A quick 1 min mock up I collaged together during a previous brainstorm of the mob stampede concept.)

Step 3: Prototyping

When our tech design lead joined we immediately moved into prototyping and began playtesting from week one.

I briefed new joiners on the vision and built a team culture where everyone felt empowered to contribute ideas.

Step 4: Art direction

Before our artist arrived, I established the art direction. Since the game’s mechanics leaned violent I proposed a plasticine world, intentionally pushing the visuals towards harmless slapstick to soften the tone.

I worked closely with the tech design lead to create an art bible that balanced creative ambition with technical feasibility.

When the artist joined I pitched the direction and he enthusiastically expanded on it. We refined the style together landing on his brilliant through-line: “A world made by a kid and their parent using things found around the house.”

(Images: Reference images and quick collages I made for the art bible.)

Step 5: Doing it live!

We partnered with a major Twitch streamer to launch our prototype. I pitched the game and got their buy in.

In the lead up to the event I trained the team who were new to live production on how to showcall and operate a live game smoothly under pressure. I set up our show-day comms architecture, ran dress rehearsals and created a full emergency protocol so the team felt confident and prepared.

Thanks to their quick learning the event ran brilliantly! Our prototype received an outpouring of enthusiasm and support from players.

I ran a design retro and analysed game data and player feedback to determine how to improve the game for our next release.

With all the information, I pitched a shift in direction to the team: from a game of tag to a game of tower defence. I proposed new features and improvements such as adding co-operative obstacles.

I got team buy-in and worked with the producer and GM to build a feature roadmap for 2025.

Step 6: Setting a new direction

Throughout development I ran regular brainstorming sessions that helped us generate ideas. Often with plenty of laughter along the way!

I set the brief for each session, facilitated the discussion, then identified and distilled the strongest concepts into clear design documents, which I presented back to the team for development.

Step 7: Team brainstorming

Step 8: Directing externals

We worked with an external studio to build the twitch extension. Together with the GM, producer and tech design talent, I directed the external team with documentation and regular design check ins.

(Images: How my mock up became final assets.)

Step 9: Success!

We partnered again with the same major Twitch streamer to launch our second prototype.

The new direction went down incredibly well with the audience. I don’t need to explain, you can see for yourself in the video!

Thank you for reading this far!

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Creative Lead // KosmoPop // Improbable