Making audience feedback impossible to ignore
Global entertainment brand
Player sentiment existed everywhere and counted for nothing. The fix was less about tooling than about arriving in the room on the day a decision was live.
I’m Sarah Kao. Fifteen years in games and entertainment, mostly spent in the gap between what an organisation believes about its audience and what’s actually true.
The interesting work is never the part somebody has already named.
The work is rarely the deliverable. It’s getting a room of people with different incentives to agree on what’s actually true, then leaving behind a way of working that survives my absence.
Fifteen years, mostly in games
Games studio · pre-launch · function built from zero
There was no team, no tooling and no shared idea of what success looked like. Marketing wanted reach. Product wanted feedback. Leadership wanted reassurance. Every one of those needs a different function, and hiring against all three would have produced a team that pleased nobody.
So I wrote the operating model before the job descriptions: what community would own, what it would deliberately not own, and how player feedback would reach the people making product decisions while those decisions were still open.
The lasting part wasn’t the headcount. It was that product and marketing ended up with the same vocabulary for the audience—which meant they could disagree about the right things, quickly, without me in the room.
Read the full accountThey have understanding problems.
Customers understand something different to leadership.
Leadership understands something different to engineering.
Engineering understands something different to marketing.
Most organisations try to solve this by communicating more.
I think they should start by understanding better.
Throughout my career I’ve worked between teams that don’t naturally speak the same language. Sometimes that’s players and developers. Sometimes it’s executives and technical teams. Sometimes it’s marketing, community and product.
I’ve realised that my job has never really been social media. It’s helping organisations understand the people they serve—and helping those people understand the organisation in return.
Sometimes that means building a community strategy. Sometimes it means helping an executive explain a complicated idea. Sometimes it means designing AI-powered workflows that remove busywork so people can spend more time thinking.
The tools change. The work doesn’t.
Global entertainment brand
Player sentiment existed everywhere and counted for nothing. The fix was less about tooling than about arriving in the room on the day a decision was live.
Product and communications strategy
Writing the narrative that several teams could each say out loud without flinching, then holding it steady while the plan underneath it moved.
AI-assisted workflows
Started with the reporting, summarising and chasing. Unglamorous by design—that’s where the hours actually were.
Mostly interested in the etiquette problem, not the capability one.
Institutional memory is a design problem, not a documentation problem.
The signal usually shows up in tone months before it shows up in numbers.