From co-founding thatgamecompany to helping hundreds of developers ship on new platforms.
I co-founded thatgamecompany, where our team made flOw, Flower and Journey. Since then I've led developer relations, partner programs and go-to-market for new platforms at OUYA, Google and Niantic. Now I'm also writing a book for parents about video games.
Making games
flOw, Flower and Journey, as co-founder and President of thatgamecompany, 2006–2012.
Building ecosystems
Developer relations and partner programs for 500+ developers and studios at OUYA, Google and Niantic.
Writing
A book helping parents make informed choices about the video games in their homes.
500+
developer and studio partners supported across OUYA and Google
4
platform ecosystems built: OUYA, Daydream, ARCore and Niantic
50+
games backed as a founding partner of Indie Fund
Beyond Reality and the Creator Program
Niantic · Developer Relations. Opened Niantic's AR platform to outside developers for the first time. All 10 funded teams shipped working experiences in four months.
Launching Peridot
Niantic · Go-to-market. Designed and ran the go-to-market for Niantic's first fully-AR original IP: #1 on Product Hunt and 200M+ TikTok views at launch.
Black Developers Initiative
Niantic · External Publishing. Managed a multi-million-dollar program giving two cohorts of Black-led studios funding, executive mentorship and development support.
Daydream and ARCore partner ecosystems
Google · VR and AR Partnerships. Managed 100+ partner studios through two platform launches and created the ARCore Early Access Partner program.
Building a console's developer community
OUYA · Developer Relations. Supported 400+ publishers and developers, acquired 50 titles, and created public office hours, tutorials and game jams.
Never Alone 2
E-Line Media · Executive Leadership. Led PC and console development in partnership with the Cook Inlet Tribal Council, and stepped in as hands-on producer through a downsizing.
Games that showed how many kinds of players there are
In 2006 we started thatgamecompany to make games about feelings the market wasn't offering. As co-founder and President, I built the studio and its partnerships while our team made three critically acclaimed, commercially successful games. My TEDxUSC talk on games as art went on to spark a public debate with Roger Ebert.
Journey
An anonymous online adventure through a vast desert, played alone or with a stranger.
Flower
Play as the wind, carrying flower petals across fields and bringing color back to the world.
flOw
Guide a small aquatic organism as it eats, evolves and dives deeper into the ocean.
More Than Screentime
Currently writing: a book that demystifies video games for parents. Parents get plenty of advice about screen time and very little about play. More Than Screentime helps families make informed decisions about the role video games play in their homes. I'm also running in-person workshops on the topic with the San Francisco Public Library.
Let's talk.
For talks on games, creativity and platforms, contact Aurum Bureau.
For everything else….