Stabilizing releases for a busy platform
Worked with cross-functional pods to define scope, commit to a predictable release cadence, and cut down on last-minute fire drills. Introduced lightweight process that the team actually used.
This is the more structured part of my work: product and production roles, co-development, and helping teams get complex things out the door.
14+ years across product, production, and systems design. I've worked on live games, platform tools, and weird experiments that didn't quite ship.
I'm most useful when there's ambiguity: unclear scope, competing priorities, or a team that needs someone to hold the big picture while the details get worked out.
Worked with cross-functional pods to define scope, commit to a predictable release cadence, and cut down on last-minute fire drills. Introduced lightweight process that the team actually used.
Took a nonprofit's pile of goals and ideas and turned it into a playable game they can show to funders and partners. Scoped, prototyped, and delivered on a constrained timeline.
Prototyped multiple progression and deck-building frameworks aimed at shorter, more thoughtful sessions for busy players. Documented learnings for future projects.
Built and maintained internal dashboards and workflow tools. Focused on reducing friction for non-technical team members without creating maintenance nightmares.
Process should be lightweight and honest. If nobody uses the process, it's not a process; it's a fiction we tell ourselves. I'd rather have three things we actually do than twelve things we pretend to do.
Systems thinking matters more than role boundaries. The interesting problems happen at the intersections: between design and engineering, between what players want and what the business needs, between the feature we planned and the one we shipped.
Ambiguity is where I'm most useful. I'm not the best fit for a well-oiled machine that just needs someone to turn the crank. I'm good when the machine is still being designed, or when the old machine broke and nobody's sure why.
I'm open to consulting, co-dev, and senior product/production roles on projects that are trying to do something interesting with systems or players.