My Career
in Games
Product Manager
Mar 2023 - Nov 2025
During my time at UltiX (The tech arm of the Ultimate Frisbee Association) I hired and managed the team, workflow, pipelines and AGILE development of the MVP alongside players, testers and stakeholders. We delivered a playable MVP and the league is currently seeking funding to develop the product further.
Responsibilities:
Hiring, People and Project Management
Budgeting
Agile Training and process (SCRUM & KANBAN)
Risk Assessment
Communicating with stakeholders
Building trust and relationships with fantastic people
Delegating work and outlining production plans
Identifying bottlenecks in production and improving the production pipeline
Working across time zones to effectively communicate the needs of the project to stakeholders and developers
Monetisation strategy outline
Lead Producer
May 2022 - Feb 2023
During my time at Psycho Hound, I implemented AGILE methodology to the workflow. Managed multiple projects, milestones and sprints.
We worked primarily on two project in my time here, both of which were started before my introduction. One was the original AUDL prototype for what would later become the UFA in a future role, though this original project would not be used as the starting point for the UFA project.
Ruff’N’Tumble (pictured), which was an eccentric and goofy multiplayer brawler, with an array of hilarious mechanics. Unfortunately the studio shut it’s doors not long after I left, so the game was not released.
Responsibilities:
People and Project Management
Agile Training (SCRUM & KANBAN)
Communicating with stakeholders
Building trust and relationships with fantastic people
Delegating work and outlining production plans
Identifying bottlenecks in production and improving the production pipeline
Working across time zones to effectively communicate the needs of the project to the stakeholders and dev team
Monetisation strategy outline
Production Lead
Feb 2021 - Nov 2021
Games shipped
(as Production Lead at PolyFruit Studios)
Casual / Hypercasual:
Swing Hero
Dust Rush
Where am I?
Hop Shot
Live Service
Kingdom Jump
Responsibilities:
People and Project Management across multiple teams (with up to 150 staff members)
Production pipeline
Hiring
Agile Training (SCRUM & KANBAN)
Risk Assessment
Communicating with stakeholders, publishers and teams
Building trust and relationships with fantastic people
Delegating work and outlining production plans
Identifying bottlenecks in production and improving the production pipeline
Arranging team building activities
Delivering multiple final products and many prototypes for major publishers
Prototypes
Something I personally organized was agreements multiple mobile publishers that we could make prototypes for in exchange for a small kick back. I facilitated both an internal pipeline for game ideas, with a simple 1 page design doc template that generated tens of ideas per week, as well as taking docs from publishers and allowing one of our teams to make the prototype for them. Our turnaround time for a hypercasual prototype was usually around 2-3 weeks and at our peak we had more than 10 teams working on them. Games that succeeded made it to the app store and google play store.
Asset Store Items
Because of the volume of artists we had, we decided that asset store project would also be a good avenue for steady revenue. We shipped multiple sets, including a viking and space themed packs.

