About

I create clarity out of complexity, and momentum through consensus.

I'm a product leader — fifteen years in product, twenty in tech. Thirty-plus products across mobile, web and hardware, in gaming, events and media. Most recently, four years at Apple taking the Games app from concept to global launch on iOS and macOS.

Before Apple, five years at PlayStation on player engagement and machine learning. The work I'm proudest of there is Game Help: a system trained on game telemetry that recognized what a player was stuck on and put the right video in front of them at that moment, instead of making them go and search for it. It lifted game completion 35%, and the fallback content system my team of ten built is what kept it working for three quarters of the platform's monthly actives. Spoiler Block came out of the same period — binding media objects to game state so the platform could hide a spoiler before you saw it, which moved video consumption 30% and sharing 50%. Eleven patents in all, in ML personalization and media-object binding.

Game Help on a PS5, showing a hint above the game with the video collapsed until asked for.
Game Help on console: the clue first, the video only when it's asked for.

Earlier: Eventbrite, where we shipped the first self-service software and hardware combination an organizer could run a 200,000-person event with; TechCrunch, where I ran mobile and built the matchmaking tool behind a 4× lift in startup–investor meetings at Disrupt; and Smule, where Sing!'s App Store rating went from 3.3 to 4.2 and retention rose a quarter. Before all of it, six years at Google and two running my own studio.

How I work

It's a team sport

A dedicated home for gaming did not exist inside Apple's app ecosystem, so the first work was not design — it was getting executive leadership aligned that there should be one. The other half of that job is saying it out loud: I've been the public spokesperson for Apple's gaming platform at developer events, consumer press events and on media tours. A product nobody can explain doesn't ship, it just exists.

Zoom out first

At PlayStation I aligned engineering around a small set of hero use cases for the Unified Data System — Game Help and Spoiler Block — so a backend and machine-learning programme had one customer-facing picture to aim at rather than a catalogue of capabilities looking for a use. Naming what it was for is what moved the execution.

Facts guide the room

I lean on Jobs To Be Done and Outcome-Driven Innovation — not because frameworks are magic, but because they enforce one discipline: describe the progress a person is trying to make before you describe the thing you want to build. Most product arguments I've watched go badly were really arguments between two unstated jobs. Game Help was trained on telemetry for the same reason: the game already knew where players were getting stuck.

The real problem is the North Star

Two problems, stated plainly. A player is stuck and about to put the controller down. A developer has built a second half of a game most players will never reach. Game Help was one answer to both, which is why it survived contact with a roadmap — and why a 35% lift in completion was the outcome rather than the goal.

I studied Comparative Literature and Psychology at Swarthmore, which is better preparation for this than it sounds. Literature teaches you that what someone says and what they mean are related but not identical. Psychology teaches you why. Between them, that's most of user research.

Recognition

  • Google Impact Award For launching the #1 revenue-driving AdWords feature, across 70 teams.
  • Google Peer Bonus record holder 44 bonuses awarded by peers for team playership.

Places I've worked

  1. Apple

    2022 — 2026

    Senior Product Manager — Apple Games app, GameKit, Game Center, App Store

    Took the Apple Games app from concept to global launch on iOS and macOS, and owned the go-to-market alongside it.

    • Product lead for the Apple Games app, GameKit, and the Games category on the App Store
    • Took the Games app from concept to global launch on iOS and macOS — announced at WWDC June 2025, shipped September 15, 2025
    • Led AI-assisted prototyping and development, and shipped AI-powered personalization across the experience
    • Led the global GTM strategy, including the WWDC announcement and a multi-channel marketing campaign
    • Public spokesperson for Apple’s gaming platform — large developer events, consumer press events and media tours
    • Scaled developer adoption through strategic partnerships, marketing sites, recorded tutorials, case studies and technical documentation
    • Shipped Sales & Offers in 2026 — the first time developers could merchandise a sale inside the App Store ecosystem
  2. Sony PlayStation

    2017 — 2022

    Senior Product Manager — PS5 Player Engagement & ML Innovation

    Built machine-learning systems that understood what a player was stuck on, then put the right help in front of them.

    • Product lead for PS5 player engagement and ML innovation, running a strategy group focused on AI/ML-driven personalized gaming
    • Launched Game Help, a patented ML system trained on game telemetry — 35% lift in game completion
    • Launched Spoiler Block, patented media-object binding — 30% lift in platform video consumption, 50% in content sharing
    • 11 patents filed in ML personalization and media-object binding, matching content to player state and recognising in-game objects inside shared media
    • Managed a team of 10 specialized creators building the fallback content system that kept Game Help supporting 75% of platform MAUs
  3. Eventbrite

    2016 — 2017

    Senior Product Manager

    Launched the first self-service, integrated software and hardware solution for running large-scale events — up to 200,000 attendees.

    • Took the first self-service, integrated software and hardware solution for large-scale events from concept to launch
    • Supported events of up to 200,000 attendees
    • Shipped a suite of web tools, mobile app features, and industry-leading RFID wristband hardware
  4. TechCrunch

    2015 — 2016

    Head of Mobile Products

    Relaunched the app to over a million downloads, and built the matchmaking tool that made Disrupt’s startup–investor meetings work.

    • Launched the redesigned TechCrunch and Engadget apps — over 1M downloads
    • Shipped the Disrupt conference app
    • Built the Disrupt matchmaking tool — 4× lift in startup–investor meetings
    • Shipped chatbots for TechCrunch and Engadget
  5. Smule

    2014 — 2015

    Product Manager

    Led the Sing! karaoke app and built its push notification platform.

    • Led the Sing! karaoke app
    • Built a push notification platform and a social news feed
    • Retention up 25%
    • App Store rating from 3.3 to 4.2
  6. Little Bear Labs

    2012 — 2014

    Founder & CEO, Creative Director

    Founded an advertising agency and built a suite of tools for optimizing Google and Facebook campaigns.

    • $300K+ in ad spend under management
    • Built a suite of tools for optimizing Google and Facebook campaigns
    • DirecTV, Jitterbug, RingCentral, Windstream
  7. Google

    2006 — 2012

    Product Specialist — AdWords and YouTube

    Six years across AdWords and YouTube, four roles, and a habit of building the tool instead of doing the work twice.

    • Product Specialist, 2011–2012 — built AdWords features earning $5M+ in attributed annual revenue
    • Creative Marketing Manager, YouTube, 2010 — designed 15 custom channel experiences for name-brand clients using augmented reality, image recognition, social-graph integration and data visualization: $8M in sales and 35M pageviews
    • Analytical Lead, 2008–2009 — SEM for large consumer and enterprise technology clients; beat revenue growth targets by 14% quarter over quarter
    • Account Manager, 2006–2008 — campaigns, ad copy, bid strategy, and in-person training for Googlers and clients
    • Mobile site-builder tool built with engineering — 30% revenue increase in mobile ad sales
    • Automated reporting and forecasting tool saving 1,000+ person-hours a month