I build products and the systems behind them. From early-stage studios to global launches, I align cross-functional teams, ship iteratively, and turn ambition into measurable outcomes.
I'm a product leader with a decade of experience across tech verticals — games, blockchain, and edtech. I've shipped apps and built product frameworks across the full spectrum, from early-stage studios to big tech.
My edge is knowing what to build and what to cut. I make the prioritisation calls that keep teams focused, navigate tradeoffs under uncertainty, and connect product decisions to business outcomes.
MBA-educated and a Certified ScrumMaster, I'm based in Singapore and open to senior product leadership roles where complex domains, cross-functional execution, and strategic thinking converge.
Fishing Frenzy is a Web3 fishing game built on Ronin. As Product Manager from early stage, I owned the backlog and Agile ceremonies that scaled the product to 450K users, 35K DAU, and $1M revenue — sustaining delivery predictability across 3 concurrent major releases.
Guild of Guardians is a Web3 mobile RPG on Immutable's zkEVM blockchain. As Product & Operations Lead, I coordinated delivery across three offices — SG, Shanghai, and Hanoi — driving a $4.6M launch with 1M pre-registrations and $800K in daily transactions at peak.
Arcadia is OP Games' Web3 gaming metaverse. As Senior PM across six F2P titles on the platform, I standardised backlog and Agile frameworks that cut time-to-market by two months and lifted user retention by 18%.
TeamBaby is a parenting utility app I built solo, tracking feeds, sleep, and growth. Shipping it surfaced a lesson in builder bias — I anchored navigation to features I built, not tasks users needed. That insight now informs how I approach discovery and IA.
Skull and Bones is Ubisoft's open-world naval action game, one of the largest productions in the studio's history. I translated high-level creative direction into execution-ready roadmaps for distributed codev teams spanning 4 continents.
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