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

Click here to visit the UFA website

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

Click here for steam page

Production Lead

Feb 2021 - Nov 2021

Games shipped

(as Production Lead at PolyFruit Studios)

Casual / Hypercasual:

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.

Pre-employment

Coming soon!