Problems

The problems worth writing about are the ones nobody had named.

Not case studies so much as accounts of how a decision got made.

Sony Computer Entertainment Europe

LittleBigPlanet 3: Building around player creativity

Community strategy, user-generated content and player participation at PlayStation.

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Fortis Games, pre-launch

Building community before the audience arrives

When I joined Fortis Games, there wasn't an established social or community function. That wasn't a problem. It was an opportunity.

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Bethesda Softworks

Supporting a community that creates

Community engagement, fan creativity and player participation across a run of major launches.

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King

Reconnecting a global gaming brand with its audience

Audience-led community and social strategy for Candy Crush Saga.

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Also worked on

Making audience feedback impossible to ignore

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.

Launches where the story kept changing

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.

A process other teams chose to copy

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.