Godzilla: Destroy All Monsters Melee is a remaster of the classic monster brawler, launched on Godzilla Day 2026. I joined Digital Eclipse in July as a UX consultant. My job was making sure the team had the information it needed before launch: what players were hitting, what they expected, and what to fix first.
Some Stats:
7
reports and docs delivered
2
playtest rounds in one report
What I Did
Playtest Synthesis
I helped run playtests, then pulled the notes from two rounds into one report. Every issue was ranked by how often players hit it, so the team knew what to fix first.
Launch Research
I wrote case studies on PC basics, lobbies and matchmaking for the design, ops and QA leads. Each answered one question: what do players expect on day one, and what happens when games miss it?
Reflection
91%
positive Steam demo reviews
When the demo dropped, I went through Steam reviews, forums, press and Twitch clips and logged every bug by severity. I ran it again at launch and sent each finding to its owner.
Making the Case
After launch, our lead wanted crossplay and 4-player Quick Match. I built the case for leadership with research on other fighters, a cost breakdown, a lobby mockup and a ship order.
Players will forgive a rough edge, but not missing basics.
The best launch work I did was making sure the team knew which was which before players did.
Shipped
positive Steam demo reviews
Community Sweeps
GODZILLA
Destroy All Monsters Melee Remastered
Production Support, Launch Readiness, Documentation, UX Research
Digital Eclipse | UX Consultant | Remote | 2026
Intro

