Product Manager
Riot Games
Built and led a 40+ person cross-functional team delivering player-celebration and IP-resonance content, recognized internally as a key driver of user acquisition.
Turned the emote system into Legends of Runeterra's highest-utilization, highest-margin monetization feature at launch, using early analytics and playtesting to identify the opportunity.
Accelerated launch and live-ops schedules by six months through improved planning, scoping, and triage processes across multiple content teams.
Producer
Sony Santa Monica Studio
Led 40+ internal and external artists across environment art, technical art, and lighting on God of War: Ragnarök.
Kicked off new rendering technology that improved PS5 lighting fidelity while optimizing performance across all platforms.
Co-Founder, Head of Product
Salvo Sports
Founded SALVO and led product from concept through launch and live operations as first designer and product lead.
Recruited a five-person executive team from Riot Games, Blizzard, 20th Century Fox, Playtika, and Subway Surfers; built SALVO's data, compliance, platform, and advertising partnerships from scratch.
Raised $750K in a down VC market on a pre-launch product.
Launched a new freemium category in sports betting, matching PrizePicks' Day-1 retention at under $8 CAC — less than 5% of typical sportsbook UA spend.
Demo Video: https://youtu.be/9_lOh3WzWRc
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
Consulting Product Manager
Tomorrowland Music Festival
First US-based hire, brought in to build digital products and experiences for the festival's global audience.
Generated over $10M in new customer spend and sponsorship revenue.
Head of Digital
McFarlane Toys
Founded and led McFarlane's first digital collectibles business unit as employee #1, building the platform, team, and live operations from the ground up.
Grew the business to $1M+ ARR within six months of launch.
Built the company's first analytics infrastructure, cutting development and live-ops costs by 50% and improving device performance by 20%.
Managed licensing partnerships with Warner Bros., Disney, NBCUniversal, Sony, and Legendary Entertainment.
Product Manager
VeVe Collectibles
Designed and shipped VeVe's first "blind box" system for licensed digital collectibles.
Doubled revenue per release and cut time-to-sell-out by 90%.
Drove over $100M in cumulative customer spend through the mechanic.
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.
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
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.
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.