The Professional Wing

This is the more structured part of my work: product and production roles, co-development, and helping teams get complex things out the door.

01 What I Do

  • Help teams scope and ship systems-heavy features without losing the plot.
  • Build and maintain roadmaps that real people can actually deliver against.
  • Translate between design, engineering, and business so everyone is arguing about the same thing.
  • Run live operations, manage release cadences, and keep the fires small.
background

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.

02 Selected Work

live game / production

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.

co-dev / nonprofit game

A small game for a big mission

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.

systems / economy

Card-driven progression experiments

Prototyped multiple progression and deck-building frameworks aimed at shorter, more thoughtful sessions for busy players. Documented learnings for future projects.

platform / tooling

Internal tools that people actually wanted to use

Built and maintained internal dashboards and workflow tools. Focused on reducing friction for non-technical team members without creating maintenance nightmares.

03 How I Think About Work

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.

04 Work With Me

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.