// About
Hard on the problem, honest with the team.
I've spent twenty years delivering games at scale, from live-service operations to new IP to franchise turnarounds. I started in QA at Sony, ran release management and production for FarmVille through its global peak at Zynga, turned around a live mobile RPG at Warner Bros. Games, and co-founded my own studio for six years. I write enough code to sit with engineers, understand the real cost of a feature, and build plans that survive contact with a build.
The people part is the craft. At Zynga I trained incoming producers as the studio scaled; at Warner Bros. I rebuilt trust with a burned player community; at Big Byte I coached my co-founder through their first launches. Pressure belongs on the problem, not the people — teams ship better that way.
The rigor travels. At First Republic Bank I drove remediation of 200+ technical risks for a technology org supporting 8,000 employees and 1M+ customers, and at Google Workspace I ran program management on AI integration work. Lately I'm pointing all of it at my own desk — building a real-time football simulator solo in Lua, with AI as a team I produce rather than a tool I prompt.
What I run
- Live-service operations
- Schedule & milestone planning
- Scope & risk management
- Quality & certification gates
- Change management
- Cross-discipline coordination
- Build & release management
- AI-assisted development workflows
- Executive / stakeholder reporting
Tools
- Production & planning
- Jira · Hansoft · Confluence · Scrum / Agile
- Risk & reporting
- ServiceNow · Archer · Tableau
- Engines
- Unreal Engine · Unity · Defold
- Code & web
- Swift · Lua · Node.js · Astro · Git
- AI-assisted development
- Claude Code · Codex
- Design & video
- Affinity Designer · Wondershare Filmora
Resume
View resume ↗