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Game Production Leadership

Content pipelines & production leadership for studios · ×2–3 output, same team · MOBA · 4X · Hybrid-Casual · 70+ shipped titles

If your roadmap demands ×3 the content and your headcount can't follow — or your AI experiments never turned into a system — that's the production problem I solve. 15+ years running game production: from outsourcing studios shipping for Big Fish Games to a full-featured MOBA delivered in 17 months. The last three years add an edge most production leads don't have — AI-augmented pipelines that cut content costs by an order of magnitude.

Engagement

Process Diagnostic

€4,000 fixed · 2 weeks

One content process — concept art, LiveOps content, ASO assets, localization. Baseline cost-per-asset in numbers, target pipeline architecture with QA gates, ROI math. A launch-ready solution you can execute in-house or with me.

Credited in full against a Production Pipeline engagement.

Production Pipeline

from €20,000 · 4–8 weeks

The content line in operation: throughput ×2–3 with the same team, QA gates instead of art-lead bottlenecks, one visual standard across genre sets, live cost-per-asset metrics. Built so the team runs it without me.

Milestone payments 30 / 40 / 30 · One pipeline project at a time. Full terms on the main page.

What I Take On

Embedded Production Leadership

Senior production ownership — structure, process, and delivery under pressure, for studios and divisions that need to ship.

Case: MMO/RPG division rebuilt from the ground up — 3× output, projected 3-month slip compressed to 2 weeks.

Studio & Division Scaling

Building teams and vendor networks from zero — hiring, outsourcing, outstaffing, distributed infrastructure across countries.

Case: X-FLOW — 80 in-house / 150+ total across 5 countries; 3 art studios + development partner network.

Hybrid-Casual & LiveOps

Prototype funnels, soft launch, monetization, A/B testing, and live launch end-to-end.

Case: 18 titles shipped from 30+ prototypes in 7 months at BeatHead; portfolio go/no-go at Azur.

Track Record

Coordination Systems Consulting — AI Production Lead · Head of Production Feb 2025 – Present

Embedded execution owner across game production and AI engagements. Scaled an MMO/RPG division from the ground up: rebuilt team and process for 3× output, compressing a projected 3-month slip to 2 weeks. Hybrid-casual: owned monetization, A/B testing, and live launch end-to-end across multiple titles. AI cases — generative 3D pipeline at 10M+ scale, agent systems — on the AI Production page.

X-FLOW — Head of Production Jul 2022 – Jan 2025

Mobile studio behind Happy Color (280M+ downloads). Led operations for MOBA Epic Rift and 4X strategy titles across 5 countries (UK, Poland, Cyprus, Belarus, Armenia) — €6M+ annual P&L, 80 in-house and 150+ total including outsourcing and outstaffing, directed remotely from Lisbon and Amsterdam. Delivered a full-featured MOBA comparable to Wild Rift in 17 months against the 3+ years typical for comparable teams. Built distributed production infrastructure: 3 art studios, 1 development partner, 18 outstaffed specialists. Deployed an in-house Stable Diffusion pipeline eliminating €700K/year in external art costs. Reached 50+ minute average playtime in internal testing before soft launch.

BeatHead — Head of Production Apr 2021 – Jun 2022

Hybrid-casual mobile studio. Built a cross-functional team to 14; shipped 18 titles from 30+ prototypes in 7 months. Engineered a mobile tower defense at industry-leading performance — 2,000+ units at a stable 60 FPS on Unity. Owned end-to-end product strategy: concept, A/B testing, analytics, marketing creatives, launch — working directly with publishers on go-to-market.

Azur Interactive Games — Lead Producer Jul 2019 – Apr 2021

Casual / hybrid-casual publishing. Evaluated 20–30 prototypes monthly from global studios, owning the full pipeline from concept to soft launch. Data-driven go/no-go on KPIs and unit economics; A/B testing, analytics, and monetization across the portfolio with international studios.

Net Riders — CEO Oct 2017 – Jan 2019

Founded and scaled a fully remote studio from zero to 16 people in 9 months across 4 countries; raised $700K seed. Led full-cycle development of a mobile online shooter — publisher-ready MVP at 45% D3 retention and 50+ minute sessions. Drove a Unity + Photon to Unreal Engine pivot without derailing timeline or budget.

Midcore Brothers — CEO Mar 2013 – Oct 2017

Scaled a casual-games outsourcing studio to 41 people; 70+ titles shipped. Full-cycle production for Big Fish Games — the world's largest casual games publisher — across HOPA, Match-3, Mahjong, Solitaire, and Slots. Raised $1.3M; built the full company infrastructure: strategy, P&L, legal, pipelines, operations.

Production Expertise

Production Production Strategy · Roadmap & Resource Planning · Agile / Scrum · Vendor Management · Budget Ownership · Distributed / Remote Teams · Process Design & Scaling
Product & Live LiveOps · Soft Launch · Global Launch · KPI Ownership · Retention · LTV · Monetization · A/B Testing · Unit Economics
Genres MOBA · 4X Strategy · MMO/RPG · Hybrid-Casual · Casual · Online Shooter · HOPA · Match-3 · Tower Defense
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