
I strategize carefully, communicate clearly, and empower teams to do their best work.
About
I'm a Senior Game Producer with 7+ years in game development and 14+ years across games, interactive media, software, and film production.
At WayForward, I led cross-functional teams across design, engineering, art, audio, QA, and external partners, managing projects from early development through launch and post-release support. I've worked across console, PC, and mobile titles, including games released on Apple Arcade, iOS, Android, PlayStation, Xbox, Nintendo Switch, and Steam.
My production work often crosses into game design and player experience. I've helped redesign mobile control schemes, improve onboarding and tutorials, solve complex UI/UX problems, tune gameplay for touch devices, and use playtesting and player feedback to guide design decisions.
I've also managed relationships with publishers, platform partners, licensors, and external development teams throughout development, submissions, certification, release, and live updates.
I'm at my best when a project needs structure, clear communication, and practical problem solving across teams.
Shipped
Titles produced end to end or in a lead production role, across console, PC, and mobile.





How I work
Rebuilt cross-discipline alignment and clarified priorities on a production that had lost its footing mid-development, guiding the team to an on-time, on-budget launch.
Served as the primary point of contact between organizations on shared programs, including publishers, licensors, and a third-party technical development partner, keeping dependencies and communication clear across company lines.
Identified the root cause of recurring schedule slippage and designed a scheduling tool that was adopted company-wide, cutting down communication overhead and confusion across teams.
Mentored junior producers on day-to-day problem solving, schedule literacy, and stakeholder communication.
Partner with designers and developers to solve player-facing problems, using playtesting and feedback to improve controls, onboarding, difficulty, UI/UX, and overall usability.