Gameloft


Late-stage leadership on billion-download franchises

At Gameloft, based in Spain then Valencia, from 2010 to 2015, I worked as a closer: brought in late in production to stabilize pipelines, align teams and secure delivery quality on high-scale mobile titles. At points I oversaw up to 16 mobile projects, balancing creative ambition with the reality of shipping on tight commercial timelines.

That work included closing production and live readiness in Barcelona on Minion Rush, which has since passed a billion downloads, and Asphalt 8, past 250 million. Beyond individual titles, I developed scalable production standards that were reused across multiple teams and studios, extending the impact of that work well past the projects I touched directly.

I also had the opportunity to start a production studio from scratch in Valencia where we developed Trivial Pursuit with friends.

Gameloft became the bridge between my earlier career in creative and technical development and the studio leadership roles that followed, including at Ubisoft Halifax, Amber Montréal, Kabam and, later, Twin Harbour / Stillfront.