At Ciao Games, I co-owned the P&L for a 40-title mobile F2P portfolio as monthly revenue grew from low 5-figures to high 6-figures. I ran the publishing pipeline across 15+ studios and signed the portfolio’s top-grossing 2025 title.
At DaBomb Games, I built the studio from zero to 16 people and led product across a 120+ prototype funnel. I shipped Squid Master with Sunday, which reached 1.5M+ downloads, and helped set up in-house publishing.
I'm now solo-developing a 4-player co-op horror game for Steam Early Access; its public demo has 4,000+ organic wishlists. My work spans publishing, product decisions, monetization and UA economics, and I’m hands-on with Unity and engineering teams.

