Executive Summary
Solving Same-Room Multiplayer: Shipping Psych! Across iOS and Android
Company
Warner Brothers
Timeline
9 months
Project
Cross-platform multiplayer app
My Role
Creative Director
The Problem
- Warner Brothers/Ellen Digital Ventures wanted to build on the success of Heads Up to create a same-room multiplayer game that used mobile phones as devices that facilitated gameplay instead of being a distraction.
- We knew the connected devices needed to feel as reliable as a physical board game — no lag, no dropped players, no "did everyone get the round?" confusion
- Getting a group onto the same live game across a mix of iOS and Android phones was problematic as neither Apple nor Google was motivated to create a cross-platform framework.
Outcome
- Shipped a cross-platform real-time sync engine using a cloud-based messaging system stable enough for casual, non-technical groups to trust on the first try
- Psych! reached 3M+ downloads in its first year and was named an App Store Editor's Choice
My Role
- Creative Director, Design & Dev Team Manager
- Set the reliability bar and made the design/technical trade-off calls to hit it
- Guided the team from concept through cross-platform production and launch
Detailed Case Study
Context and Challenge
Why This Problem Mattered
What was not working
- Apple's MCSession mesh network only worked for iOS devices.
- Cross-device multiplayer frameworks of the era (e.g. Qualcomm's AllJoyn) couldn't reliably hold a live session together
Why it was hard
- iOS and Android handle background networking, discovery, and permissions differently — a same-room game has to paper over all of it invisibly
- The target audience was casual, non-technical groups with zero patience for "reconnect and try again"
Strategic risk
A flaky multiplayer experience would undercut the entire premise — that phones could bring a room together instead of splitting it apart
Constraints and Complexities
Design
Needed onboarding simple enough that a room of mixed-device friends could start playing in under a minute
Technical
- Rebuilt the multiplayer session layer in-house after off-the-shelf frameworks proved too unreliable for live group play
- Needed graceful recovery when a single player's connection dropped mid-round, without stalling the rest of the room
Brand
Game had to feel authentically Ellen and resonate with same-room social play, not generic game mechanics
My Role and Decision Ownership
Strategic Architect
- Defined parlor-game design principles rooted in real social interaction
- Translated brand values into actionable design criteria
Concept Leader
- Directed and curated multiple game concepts (e.g., Hide and Seek, Draw It, Luck of the Draw)
- Championed Psych! as the first concept to develop
Delivery Steward
- Guided design and technical decisions to ensure cross-platform (iOS/Android) reliability
- Managed the team building and hardening the multiplayer session layer
- Ran live, mixed-device play-testing and drove refinements until the connection experience felt invisible
From Concept to Production Pick
Psych! was one of several same-room parlor game concepts prototyped during an earlier strategy engagement with Warner Brothers. The mesh-networking and proximity-awareness prototypes from that engagement proved the category out in pitches; production shipped on cloud-based messaging instead.
Design & Development
We staggered the development timeline, starting with Psych! on iOS to lock the interaction model and the multiplayer session architecture before porting to Android — deliberately proving out the hardest cross-platform reliability problems on one OS first, rather than building both at once and debugging platform-specific sync issues twice.
Psych! App Design
Launch and Impact
Psych! was the first game to launch generating enormous buzz.
Integrated Campaign with the Ellen Show

On Air
A variation of the game was used on the show with guests and staff
Ellen Voiceover for Intro
Ellen provided voiceover for in-app intro video
3M+
Downloads 1st Year
12M+ year to date
9
Months
Top 5 Puzzle Game
I was incredibly proud of the work done by the team and the client was ready to launch the 2nd game, Draw It. As it turned out the agency I was working for, Sequence, was acquired by Salesforce and we never got to continue this great effort and see the entire suite brought to market.

