Product Manager
Sony Santa Monica Studio
Led over 40 internal and external developers on multiple level design, environment art, technical art, and lighting teams on God of War Ragnarok.
Initiated development of new rendering technology, improving top-end lighting quality on PlayStation 5, and efficiency on all systems.
Product Manager
Riot Games
Built and led a team of over 40 internal and external developers on Legends of Runeterra responsible for identifying and delivering marquee player celebration and IP resonance content, which was praised by players and press, and viewed by Riot as a key user acquisition driver.
Leveraged early data analytics and playtesting on monetization content, where I identified opportunities to improve engagement in Legends of Runeterra Legends of Runeterra’s emote system. I then built and led the product and team to deliver those improvements, turning the emotes into the highest utilization and highest margin monetization content at launch.
My team leadership, planning, scoping, and triage work, and improvements while supporting development processes increased efficiency, team morale, and Riot leadership’s overall ship confidence, creating an opportunity to move launch and continuous support schedules forward by six months.
Designer
Seriously Entertainment (Playtika)
Designed 25 of the first 100 levels that shipped with the game, include the most important early tutorial levels.
Founder, Game Director, Designer
Solo developed and shipped a mobile strategy puzzle game called City Blocks Builder, available now on iOS:
https://apps.apple.com/us/app/city-blocks-builder/id6474351469
Founder, Game Director, Designer
Leading a team of developers on the first modern management strategy and building game,. set in the world of ski resorts.
Built proprietary tools that used GIS data to deliver in-game playable maps with over 20,000 square miles of real-world terrain.
Founder, Game Director, Designer
Led a team of 30 student developers for a year, and raised $200,000 seed financing from Amplify LA and Comerica Bank for further development.
Short teaser trailer for USC School of Cinematic Arts' Spring Demo Day 2016. Features gameplay footage set to the game's soundtrack.
Product Manager, Designer
FanAI
Spearheaded development of FanAI platform’s first user experience with partnered esports industry leaders: Dreamhack, Catalyst Sports, Immortals Esports, and MasterCard
Product Manager
Tomorrowland Music Festival
First US-based hire in company history, where I led a new digital and themed entertainment product for their music festival in Belgium.
Took the product zero-to-one, and brought in thousands of new fans and $10 million in revenue from direct sales and new sponsorships.
Ran data analytics and customer interviews that identified critical issues with product perception and engagement. I then leveraged these insights to design and implement changes to the product, leading to a doubling of total sales and revenue on our second product release.
Product Manager
McFarlane Toys
First hire to lead a new digital business unit, where I built a new software platform and team from the ground up, then ran live operations on that platform, bringing in over $1 million in new revenue within six months of launch.
Built McFarlane Toys first digital data analytics apparatus, implementing systems to analyze our platform’s performance and engagement data. Through these, I was able to reduce our monthly development and live operations costs by 50%, increased low and high spec device performance by 20%, and discovered and implemented features that improved overall app engagement and utilization.
Managed key relationships with major licensing partners, including Warner Bros, NBC Universal, Legendary Entertainment, and more.
Product Manager
VeVe Collectibles
First hire to lead content development pipeline, improving content output by nearly 200%, and increasing licensor confidence in the product that allowed us to engage new licensors, including Disney, Marvel, Sony, MGA Entertainment, GM, and LVMH.
Utilized my sales data insights and customer interviews to identify, then execute changes to VeVe’s monetization model. These changes increased conversion rates and sell through rate by nearly 30%, growing customer spend by over $30 million.