Managed the production lifecycle for three real-money wagering and F2P sweepstakes games on iOS and Android from pre-production to live operations, coordinating internal and external
resource schedules, mitigating risks, and maintaining seamless communication with stakeholders.
Achieved an average 4.8-star App Store rating and
contributed to a 50% increase in active user base within two years
by collaborating closely with game designers, artists, and engineers to refine mechanics, balance
gameplay, and ensure alignment with schedule goals and vision.
Self-taught Unity and leveraged AI tools to develop three game prototypes, accelerating project feasibility evaluations and enhancing cross-discipline collaboration
by improving understanding of game engine workflows.
Managed production for an internal training application and database, saving thousands of hours in employee training costs, increasing visibility into employee performance, and providing certification
opportunities to employees.
Increased IAP conversions 14% and monthly revenue 3000% through
managing the production of a mission-based sweepstakes system in Reel Stakes Casino F2P.
Design Consultant
October 2018 - March 2019
Authored concept design documents for new games, conducted iterative design reviews, and
provided production consulting for Word Crossy on iOS and Android, ensuring alignment with user engagement goals.
Advanced Producer
Schell Games
September 2014 - April 2017
Managed the workflow across all disciplines to enable the
delivery of innovative gameplay experiences for the VR title I Expect You To Die!,
earning an 82 Metacritic rating, including multiple nominations and awards from industry organizations, including DICE and SXSW.
Implemented Agile practices to manage team workloads effectively, refining time, priority, and risk assessments for backlog items to optimize project
delivery, resulting in timely delivery of milestones and the ability to smoothly scale production based on
project reviews.
Worked closely with executive leadership to manage milestone reviews,
forecast budgets, and provide actionable options addressing strategic feedback.
Introduced "Brown Boxing" as a pre-production methodology,
streamlining the creation of VR puzzles and environments and enhancing early-stage
development efficiency.
Directed prototype development for an unreleased PlayStation VR shooter, achieving “the best VR experience I’ve had yet” from multiple playtesters, resulting in
extended demonstration times and further project viability exploration.
Game Designer
One Loop Games
April 2013 - July 2014
Designed core gameplay mechanics and progression systems for Fat Princess: Piece of Cake, a Sony-licensed property, released for iOS, Android, and PlayStation Vita.
Conducted extensive debugging and balanced core gameplay systems, enhancing player engagement and ensuring a polished final product.
Game Director
Method Solutions
February 2011 - March 2013
Directed and produced mobile and Facebook games, including
the licensed title House MD: Critical Cases, achieving high user engagement through
innovative gameplay mechanics.
Managed a 20-person cross-disciplinary team, ensuring on-time
delivery while balancing creative direction with production schedules and resource
constraints.
Conducted detailed project planning and execution, driving the development of original
IPs and ensuring alignment with client and stakeholder expectations.
Coordinated LiveOps updates and in-game events to sustain player
engagement and retention.
Achieved the second-highest daily active user (DAU) among
Zynga-published third-party Facebook titles by expanding the original property Yard Sale.
Associate Producer II
EA Mobile
November 2009 - February 2011
Coordinated the creative development and release of Monopoly: U-Build and SimCity Deluxe, the first SimCity title optimized for iPad, averaging a 7.7 review score across both products.
Authored detailed design summaries for iPhone adaptations of multiple
EA properties.
Senior Producer
Seamless Entertainment / Black Lantern Studios
January 2008 - November 2009
Directed internal production for licensed Nintendo DS and Wii
titles, such as Nickelodeon properties and Iron Chef America.
Streamlined development by centralizing task management in Hansoft,
introducing daily stand-ups, and conducting one-on-one staff check-ins.
Managed cross-functional teams to deliver high-quality games on time, coordinating with publishers and licensors to align with brand guidelines and maintain
strong partner relationships.
Producer
Sony Online Entertainment
September 2005 - December 2007
Designed, Produced, and Directed development for JAVA/BREW
mobile and PSN projects, including the critically acclaimed God of War: Betrayal,
achieving multiple industry awards including IGN’s Wireless Game of the Year in 2007.
Managed production and helped design mobile titles featuring iconic IPs (Ratchet and Clank, James Bond, Snoop Dogg), ensuring timely approvals
and engaging gameplay, resulting in an average 7.5 IGN review score.
Associate Producer
Namco Hometek
April 2004 - August 2005
Coordinated the production and release of externally developed handheld and console video
games, including the award-winning Sigma Star Saga, recognized for its innovative design
and storytelling.
Created and presented Profit and Loss (P&L) documents to executives,
providing actionable financial insights for handheld and console game projects.
Quality Assurance Lead
Namco Hometek, EA.com
April 2000 - March 2004
Xbox/PlayStation2/GameCube game and standards testing for
popular games, including Pac-Man World 2, Dead to Rights, Tales of Symphonia, Breakdown, Street Racing Syndicate, and Xenosaga.
Tested 3D web browser games based on EA properties, including Tiger Woods, Madden, Need for Speed, and Majestic.