LittleBigPlanet 3: Building around player creativity
Sony Computer Entertainment Europe
Community strategy, user-generated content and player participation at PlayStation.
I’m Sarah Kao. I build communities, audience relationships and the systems that help organisations understand the people they serve.
For more than 15 years, I’ve worked across games and entertainment — from helping players create and share their own experiences in LittleBigPlanet to building community capabilities from scratch for emerging studios.
My work sits between community, product, communications and technology. The most valuable communities aren’t simply audiences. They’re active participants in the products and experiences they love.
Building communities where people don’t just participate — they help shape what comes next.
Establishing community strategy, engagement programmes, operating models and the foundations needed for sustainable growth.
Developing creator programmes, user-generated content ecosystems and community initiatives that celebrate participation and creativity.
Creating meaningful feedback routes between players, developers, marketing teams and leadership.
Designing moderation approaches, operational workflows, knowledge systems and technology-enabled processes that make community work sustainable.
Sony Computer Entertainment Europe
Community strategy, user-generated content and player participation at PlayStation.
Fortis Games, pre-launch
When I joined Fortis Games, there wasn't an established social or community function. That wasn't a problem. It was an opportunity.
Bethesda Softworks
Community engagement, fan creativity and player participation across a run of major launches.
King
Audience-led community and social strategy for Candy Crush Saga.
They fail because they misread their customers, misread each other, or never turn insight into a decision.
Customers understand something different to leadership.
Leadership understands something different to engineering.
Engineering understands something different to marketing.
Most companies try to fix this by communicating more.
I think they should start by understanding better.
My whole career has been spent between teams that don’t naturally speak the same language. Sometimes that’s players and developers. Sometimes executives and technical teams. Sometimes marketing, community and product. Closing those three gaps—what customers mean, what colleagues mean, and what to do about it—is the job.
Which is why my work has never really been social media. Community, done properly, is the richest source of intelligence a business has: it tells you where your assumptions are wrong while there is still time to act. My job is to make that intelligence reach the people making decisions, in language they already use.
In practice I build rather than broadcast. A function that didn’t exist before. An operating model that says who owns what. A feedback route that reaches product while the decision is still open. New tools help—they take friction out of the work and speed up how fast a team can learn. They don’t supply the judgement. That part is still human, and it is the part that decides whether any of it was worth doing.
What actually changes
The tools change. The work doesn’t.
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 good looked like. Marketing wanted reach. Product wanted feedback. Leadership wanted reassurance. Each of those is 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.
What changed: a capability existed where there had been none, and product and marketing ended up with the same vocabulary for the audience. They could disagree about the right things, quickly, without me in the room. That was the point.
Read the full accountMost companies already have the signal. Very few have anywhere for it to land.
Institutional memory is a design problem, not a documentation problem.
It shows up in tone months before it shows up in numbers. Newer tools help me read it faster. They don’t decide what it means.