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Product management

Thirteen years of product leadership across games, wearables, and live services. I think in systems, lean on data, and believe the best products are the ones that actually understand their users.

Greenlight Process

Stage-gate evaluation framework I built and deployed company-wide at Warner Bros. Games for new game-development decisions. Five evaluation pillars:

  • Big Idea — does the concept have genuine potential?
  • Winning Hypothesis — what's the specific bet about market or player behavior?
  • Execution Capability — can the team actually ship it?
  • Product–Audience Fit — is there real alignment between what you're building and who you're building for?
  • Strategic Fit — does this align with the portfolio and business goals?

Character Utilization Framework

Built at WB Games to increase IAP revenue while decreasing content production costs for live mobile titles. Focused on short/mid-term player goals, synergy systems, and event programming that extended the life of existing content rather than constantly demanding new content.

Live-ops across three studios

Nurtured mobile live-ops PM teams at WB Games Boston, WB Games San Francisco, and NetherRealm Studios — simultaneously managing Game of Thrones: Conquest, DC Legends, and Mortal Kombat Mobile / Injustice 2 Mobile with consistent operating practices across all three.

War of the Fallen turnaround

As acting EP at Zynga, led a top-grossing midcore mobile title out of "code red" status with +40% short-term retention and +60% ARPU. Received Zynga's "Be CEO" and "GM" awards for the outcome.

Strong / Moderate / Gaps

A candid self-rated skills map — strongest skills (5/5), solid skills (4/5), developing skills (3/5), and honest gaps (1-2/5 or not-yet). See the Fit Check for a version that cross-references this against any job description you paste.

More on this area is in progress. In the meantime, the Ask AI chat can answer questions grounded in the full bio.