Cedar Falls, Iowa, United States
I built a casino game company in my apartment and grew it to $250M in annual revenue. Along the way, I sold the company, scaled the team from 30 to 250, and kept the games fun and the culture intact through every stage of growth. That trajectory taught me something most product leaders never get to experience: what it takes to own a product at every stage, from scribbling the first idea on a napkin to managing a P&L north of $200M with over a million daily players. I've done the zero-to-one work of launching new titles and the scale-up work of turning a flagship into a top-5 social casino product globally. I specialize in mobile and online gaming — F2P monetization, live operations, player retention, and building the cross-functional teams that make it all run. At Scientific Games, I had ownership of Jackpot Party Casino and launched Gold Fish Casino from scratch to $40M. At Lottery Now, I led product for a regulated lottery courier app, navigating compliance and payment systems while shipping on tight timelines. More recently, I've been shipping my own titles again — Solitaire Time Warp across five platforms, a match-3 game, and a dating app — because I still love building things from the ground up. What I bring to the table: I think like a founder and operate like an executive. I can set the product vision, build the roadmap, hire the team, manage the budget, and still roll up my sleeves on the technical side when it matters. I've integrated AI workflows into my development process and I'm hands-on with Unity, Firebase, and modern live ops infrastructure. I'm looking for my next Head of Product or VP of Product role where I can take a gaming product (or portfolio) to the next level — whether that's scaling what's working, fixing what isn't, or building something entirely new. Best way to reach me: [email protected] or message me here on LinkedIn.
Founded and in process of funding and growing startup mobile gaming business. (stocompany.com) • Created and launched Solitaire Time Warp™ for iOS, Android, Kindle, and Facebook.
Continued to drive and manage explosive game design / commercialization success begun with own company Phantom's Jackpot Party Casino, acquired by Williams Interactive in 2012, and in turn bought by Scientific Games (scientificgames.com). Named Executive Producer with full P&L oversight of flagship Jackpot Party Casino product line, growing development team to over 100. Defined product vision and new product features, created product roadmaps, marketing plans, budgets, and schedules. • Grew flagship Jackpot Party Casino revenues to almost $200M/year with DAU of 1M+, delivering $40M in additional sales from partner product Gold Fish Casino. • Co-led growth of Scientific Games to almost 350 employees and top-5 rank among social casino gaming companies after 2015 purchase of Williams Interactive, increasing development staff for Jackpot Party Casino alone to 100. • Won Prometheus Award for Software Company of Year based on Jackpot Party Casino revenues.
Asked by new owners to manage flagship Jackpot Party Casino product line after WMS purchase of Phantom in 2012 (now part of Scientific Games: sggaming.com/games/wms). Managed adaption to very rapid growth, directed product and market expansion, and created and managed new mobile game division. • Successfully integrated Phantom operations and product line into heavily regulated, publicly traded WMS corporate culture, and managed very rapid growth by increasing staff from 35 to over 200 within 2 years. • Doubled Jackpot Party Casino product sales from $10M at time of purchase to $20M after 12 months. • Headed creation and development of new social casino product Gold Fish Casino, building new development team and capturing $40M in sales by end of second year. • Led development team to capture Team of the Year award in 2013.
Started PC-based casino game business at home with partner; directed product development, growing company to 35 employees with globally top-ranked products. Transitioned products to mobile and social media distribution platforms. Negotiated sale to leading gaming company WMS Industries in 2012 (now part of Scientific Games / WMS Industries). • Founded company with friend in apartment; developed extensive CD-format product line with international demand sold at Best Buy, Walmart, Office Max, and other leading retail chains. • Successfully transitioned products to online / mobile / social media formats including Facebook and App Store, driving 10% revenue increase; created world's first 2d and 3d subscription-based casino MMO / MMORPG games. • Increased global online and retail sales to $10M per year by time of acquisition by WMS Industries. • Created innovative download program sales model enabling buyers to purchase individual new slot games each month, all plugged into shared lobby, with CD versions also available, adding 10% of recurring annual revenue. • Developed game patch "launcher" for retail CD products that automatically captured updates, resolving critical bug without having to re-print CDs and avoiding thousands of dollars in production costs. • Helped company recovery from 2007 "100-year flood" that destroyed offices and inventory, quickly leasing new space and re-purposing old content with added new content to create successful new retail products, actually boosting 2007 sales by 25% over 2006. • Developed FPS, Darkest of Days, for PC and Xbox