Josh Luter

VP of Product

Dublin, California, United States

About

I build the systems that keep millions of players playing. As Lead PM for Monopoly GO!, I built the event systems and monetization infrastructure at the core of one of the world's most-played mobile games, scaling the teams to operate them while I moved on to the next system. That's the product philosophy I bring everywhere: build systems that scale efficiently. Design architecture that lets small teams deliver outsized impact. Create tools so intuitive that live ops teams become autonomous. Build frameworks that become team-wide standards. Over 12+ years in mobile gaming, I've owned features end-to-end: holding the vision, managing stakeholders, and leading cross-functional teams from concept through launch and iteration. The product problems I focus on sit at the intersection of player psychology and business outcomes: - Building systems flexible enough for creative experimentation yet structured enough for operational efficiency - Designing economies that feel generous to new players while monetizing depth with veterans - Instrumenting products so decisions are data-informed without losing sight of what makes games compelling Today I lead product at Backgammon.com, building the definitive online home for a 5,000-year-old game. Always happy to talk shop about monetization, economy design, or the operational side of running live games at scale.

Experience

  • VP of Product at Backgammon.com
    Nov 2025 - Present · 8 mos

  • Lead Product Manager, Monopoly GO! at Scopely
    Jan 2020 - Oct 2025 · 5 yrs 10 mos

    Core event systems owner for Monopoly GO!, the #1 top-grossing mobile game worldwide (2023–2024), generating billions in revenue within its first year. Led cross-functional teams (design, economy, engineering, art, live ops) in building and scaling foundational event features that drove engagement, retention, and monetization at massive scale, including: - Milestone Events & Tournament Events: Directed design and tuning of flexible event structures (objectives, scoring, reward cadence) optimized for accessibility, fun, and “Monopolyness,” establishing the heartbeat of live operations. - Quick Wins (Daily Task System): Guided design and implementation of daily task loops that increased retention and provided layered monetization opportunities. - In-Game Store & Segmented Offer System: Orchestrated a major store revamp, introducing in-store banners, free gift hooks, first-time purchase bonuses, scalable popup templates, and segmentation tooling, significantly boosting store traffic and enabling personalized monetization strategies. Championed operational efficiency as a leadership principle: intentionally built systems with scalable tooling so a small team could deliver at outsized scale. Personally operated event systems during development, then trained live ops and economy teams to seamlessly take ownership, ensuring sustainable, low-overhead operations. Partnered across pods to influence and optimize feature performance, aligning designs with KPI objectives and long-term franchise strategy. Established event strategy frameworks and tuning practices that remain the foundation of Monopoly GO!’s ongoing success.

  • Lead Product Manager at Backflip Studios
    Sep 2018 - Dec 2019 · 1 yr 4 mos

    Defined product vision and validated product/market fit through competitive analysis, KPI modeling, and ROI evaluation. Built a financial model tied to high-level KPIs and P&L, guiding investment decisions and product viability assessments. Designed core monetization and economy systems integrating IAPs, ads, and subscriptions into the core loop to maximize revenue diversity. Authored and drove a phased soft launch plan, defining markets, KPI targets, and response strategies to validate readiness for global launch. Developed RPG stat progression system and Excel tool suite to accelerate design iteration and content balancing.

  • Senior Product Manager, Futurama: Worlds of Tomorrow & Family Guy: The Quest for Stuff at TinyCo, Inc.
    Nov 2016 - Aug 2018 · 1 yr 10 mos

    Owned core economy design, balancing early-game retention with late-game monetization pressure across millions of players. Produced and presented weekly KPI dashboards to leadership, shaping content release cadence and live ops tuning. Designed and executed A/B testing frameworks that improved retention, monetization, and engagement metrics. Refined live ops processes to maximize ROI of content releases, improving efficiency of feature launches and tuning strategies.

  • Product Manager, Smash Squad (iOS), Unannounced Titles at WG Cells
    May 2016 - Oct 2016 · 6 mos

    Directed weekly reviews of new feature performance, guiding iteration and ensuring alignment with product KPIs. Delivered competitive feature analyses and best practice recommendations to shape roadmap direction. Wrote feature specifications for MVPs and established post-launch roadmaps with shippable milestones. Built revenue forecasting models to project monetization and retention performance for new projects.