Sony Computer Entertainment Europe
LittleBigPlanet 3: Building around player creativity
Community strategy, user-generated content and player participation at PlayStation.
Read the full accountProblems
Not case studies so much as accounts of how a decision got made.
Sony Computer Entertainment Europe
Community strategy, user-generated content and player participation at PlayStation.
Read the full accountFortis 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.
Read the full accountBethesda Softworks
Community engagement, fan creativity and player participation across a run of major launches.
Read the full accountKing
Audience-led community and social strategy for Candy Crush Saga.
Read the full accountAlso worked on
Global entertainment brand
Player sentiment existed everywhere and counted for nothing. I built a standing route from community signal into product planning, so feedback landed while decisions were still open. What changed: audience understanding became an input to roadmap decisions rather than a report nobody read.
Launch planning and narrative
I wrote the narrative several teams could each say out loud without flinching, then turned it into a launch framework. What changed: the next launch began from a shared story and a named owner for each part of it, and the framework outlasted the launch.
Operating models and ways of working
A documented way of turning customer signal into decisions. What changed: three other teams adopted it without being asked, which made it a shared capability rather than my personal habit. Parts of it are automated now; the judgement isn't.