02 — Bio

Index

Videogames expert: product & production

I work where the idea meets the schedule — deciding what the game is, and making sure it gets built.

My work sits between product and production. On the product side that means being clear about what a game is for, what its core loop owes the player, and which features earn their place. On the production side it means turning that into a plan a team can actually execute: scope, milestones, dependencies, and the unglamorous decisions that keep a project shippable.

I care about small, well-made things that reach players. A game that ships teaches you more than a beautiful design document ever will — which is also why I keep building my own titles alongside the professional work.

Lately I've been pushing on AI as a production tool: not as a novelty, but as a way to compress the distance between a concept and a playable build. Switchagram came out of exactly that experiment.