Lyndsay Beaver
Game Designer specializing in monetization design and live-service systems, with a track record of cross-team product ownership spanning content, economy, and player engagement. Skilled at translating business goals into shipped, data-driven features across cross-functional teams.

Resume

Over my tenure, I supported multiple teams — Monetization, Systems, Housing, Events, Gameplay Integration, Player Champions, and Pre-purchase — designing a wide range of features, products, gameplay improvements, and new product lines. Below are a few key examples.


Houseguests
(Housing Product Line)
ESO Streamer Icy demos Houseguests!
See the full list of Houseguests on the community wiki →


Customized Actions
(Cosmetic Product Line)
ESO Streamer Icy shows launch Customized Actions on PTS!
See the full list of Customized Actions on the community wiki →
The Furniture Vault (in collaboration with the Housing team), allowed players to store large quantities of furnishings for use in their homes. Houseguest was a new product line, featuring notable and colorful characters from all over Tamriel that could be placed in your home and interacted with. All had interesting stories to share. There have been 57 houseguests created to this point, over 6 years. The Fair Winds ship house, designed while on housing, remains the best selling house to date. Customized Actions was a new, expandable product line, which allowed players to apply personalized visual effects to their harvesting and Recall actions. It was a well-received feature that became a strong driver for monetization and player engagement.

Update 49 (released March 2026) delivered a major push to improve long-requested features — areas players had flagged as pain points and that the team had identified as impacting player sentiment.
As a member of the Player Champions team, I was responsible for designing improvements across a range of features and systems — 11 of which shipped in this package (listed below). Additional improvements were in progress and set to roll out in subsequent releases.
Update 49 Patch Notes

https://www.elderscrollsonline.com/en-us/news/post/69503
Update 50 (released June 2026) included several additional designs I worked on and implemented: Mages Guild Transmute Station placement support, Exemplary Item Deconstruction, an increased Daily Quest Limit Cap, improved Companion Experience gain rates, and Motif Sourcing information added to Crown Store products.

Over my 13-year career at Zenimax Online Studios, I began as a QA tester supporting the game’s initial launch, then contributed consistently to content and data implementation across every annual Chapter, dungeon, and zone DLC release.
While my primary role across many of the releases below was Product Owner and lead data implementer for the Pre-purchase team, I supported a wide range of teams and efforts over the years — writing designs that ranged from immediately greenlit to backlogged for later. Day-to-day work included building DLC and product bundles for the Crown Store, creating the stamps that powered store offerings, and the quest starters and announcement tiles that marketed our cadence of content releases. I also implemented the first Companion bundle offered on the store, and priced the furniture we offered across releases. That variety was always welcome — I’ve come to enjoy being the “go-to” person colleagues rely on as a subject matter expert.
June 2024
Gold Road Chapter
Product Owner (gameplay), and primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.
June 2025
Introduction of “Content Pass”
While a shift in product and content delivery, this functioned like Chapters, and I remained the Product Owner and primary implementer of the data to deliver this to players.
Apr 2026
Shift to “Seasons” model
Studio is now using a Seasonal model for content deliver, and I moved on to the Player Champions team to write designs and implement improvements to many gameplay features and systems.




Jun 2020
Greymoor Chapter
Trained and supported a new Product Owner (gameplay). Remained the primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.
Jun 2021
Blackwood Chapter
Primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.
Jun 2022
High Isle Chapter
Product Owner (gameplay), and primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.
May 2023
Necrom Chapter
Product Owner (gameplay), and primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.




Apr 2014
ESO Launch
QA Tester (Dungeons), ensuring game balance, functionality within the dungeon content, as well as art passes on dungeons and other zones.
Jun 2017
Morrowind Chapter
Monetization designer, building products for the Crown Store, including mounts, pets, DLC, and creating the stamps that drove the store schedule.
Jun 2018
Summerset Chapter
Monetization Designer and primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.
Jun 2019
Elsweyr Chapter
First-time Product Owner (gameplay), and primary implementer of the data needed to ensure pre-purchase and delivery of this year’s chapter release.



