I turn chaos into structure.
I lead game production from a people-first perspective. I find the delivery methods that fit the team and studio—frameworks that enable great work, not constrain it. Individuals and interactions over processes and tools.
I've owned production pipelines at game studios—built the schedules, driven the milestones, and held the delivery frameworks. I work hands-on with Jira, workflows, and the systems that help teams deliver amazing features.
I've shipped games end-to-end and understand what it takes to get there. I'm the point of contact when partners need answers, and I bring structure without losing the agility small teams need to move fast.
Hands-on production support during critical delivery phases on a fast-moving creative project — freeing senior leaders to focus on customer liaison and wider project needs while keeping delivery pace.
Led production on Unreal Engine-powered virtual world live events — each serving thousands of concurrent players in real-time multiplayer experiences. Owned product delivery end-to-end from scoping through live event and iteration. Strategically led and coached the QA team and introduced a QA operating model that improved release quality. Bridged cross-functional teams, aligned vision, and turned delivery chaos into clarity. Championed both product and player. Coached teams in better ways of working without red tape. Shipped 11+ large-scale events including SummerCrush, Halloween, Spacerace, NPC Snatchers, HotShots, Mashup, Game4Ukraine, Beyond the Pitch with Zinchenko, and Clash of Fans.
Led the Missions Team. Redesigned the team's delivery systems and planning rhythms to increase predictability across engineering and design. Introduced frameworks that clarified scope, ownership and progress; lifted delivery consistency across multiple feature streams. Acted as the link between leadership and production — translating creative goals into realistic, trackable outcomes. Reduced production friction by improving tooling, communication flow and alignment across disciplines.
Embedded risk management into engineering and AI teams without slowing delivery. Created and rolled out new digital risk frameworks across the bank, improving clarity and consistency. Advised the CIO and CDO on technology posture — influencing investment decisions and producing measurable risk reduction. Provided strategic risk guidance that accelerated approvals on major AI and cloud initiatives while keeping teams empowered.
Delivered multiple digital projects for global clients through structured rollouts that replaced reactive work with predictable frameworks. Improved campaign velocity by unifying agencies and client teams across shared delivery principles. Reduced project overruns through clearer scope control, better tooling, and tighter stakeholder alignment. The delivery template I established here became the standard for future client work.
Started in QA at SCi Games (2000) and progressed to Production across SCi, Eidos, nDreams, Zoë Mode, and Electronic Arts. 28 shipped titles across PS2, PS3, PSP, Xbox, Xbox 360, Wii, Nintendo DS, GameCube, Windows, and Dreamcast — including Harry Potter and the Deathly Hallows: Part 1 & 2, Reservoir Dogs, Constantine, the Conflict: Desert Storm series, Richard Burns Rally, and Grease Dance.
25 years across games, live entertainment and complex enterprise delivery.
28 shipped titles, plus 11+ Unreal Engine live events at Improbable — from console & PC releases to virtual worlds serving thousands of concurrent players.
Edison.wtf · interactive event
Edison.wtf · interactive event
Edison.wtf · interactive event
Victory League · football fan experience
Victory League · football fan experience
Victory League · football fan experience
Building a studio, scaling a team, or producing a title that needs a steady hand on the pipeline? Drop me a line.