The business side of your game studio, handled by someone who has run one.
Advisor and part-time exec for game teams. Former studio CEO. Product and business, operations, key hires, publishers and investors.
Self-published game
150%+
ROAS, D30+
$2M+
revenue to date
As CEO, I started the game, built the team, launched it and set up UA, monetization and production to scale.
Publisher deal
100%
D30 ROAS
4 months of rework, then terms signed by a publisher.
Studio
~50
people
Operations and team built from scratch.

Previously at Playrix, Kefir, Flo Health
Client teams built by veterans of Gaijin, Product Madness, MY.GAMES and tinyBuild.
Five teams, five results.
Idle RPG studio
Monetization overhauled, analytics set up. First early signal above 100% ROAS D7 on its own paid users.
Non-gaming business funding a mobile game
Game direction rebuilt as a studio inside the business: strategy, business plan, four key roles, a hiring plan through to scale. Development nearly 2× faster than on the previous version; CPI 3× lower after setting tests.
Team led by a 20-year industry veteran
From five rejections to talks with the two largest publishers in its genre, in about a month.
Five-person senior team looking for freelance work
Repackaged from hired hands into an investable studio: offer, deal model, investor deck. Direct interest from a tier-1 publisher within two weeks.
Studio preparing to raise
Repositioned the game and closed the gap in the team: a producer with a project sold to a publisher, hired in two weeks. Raise prepared for four audiences: decks, deal terms, cap table.
Case: own studio, as CEO
Anime Dating Sim, launched from scratch: 150%+ ROAS self-published, $2M+ revenue to date.
From zero. I started the project and hired the whole team, every person on it.
Production. An AI pipeline made art 5× and narrative 3× faster.
Scale. Six-figure partnerships with two of the largest ad networks.
5 months
3–4 weeks
I took three weeks off and nothing changed.
Runs without me. After I handed the project over, ROAS went higher still.
Where I come in. Most projects need more than one.
Product and business
What to build, what to cut and what it will earn: positioning, economy and monetization, roadmap, unit economics, UA and payback.
Operations
Planning, release cadence, budgets and burn. A studio that ships on schedule and knows what each month costs.
−20% burn rate. Cut as COO, before I took over as CEO.
Team and key hires
A team built from scratch, or the one person your project, team and business actually need. I source, interview and close.
~500 interviews over the past couple of years. Every one run personally.
<5% annual turnover. In the studio I led. Average tenure 2.5 years.
Publishers and investors
Positioning, pitch, deal terms and direct introductions to publishers, games funds and generalist investors.
2,000 contacts. Publishers and investors, in my own database.
I meet the industry in person, not just online.
From one call to a seat in the team.
- 30 minutes
30-min call
Free. You leave with a clear read on one decision and the next step. - 2–3 days
Pitch and positioning review
Before you go to an investor or a publisher: the deck, the numbers, the ask. - about 2 weeks
Focused audit
Product, economy, operations, go-to-market, funding readiness. A written report with a verdict. - a few sessions
Focused sprint
One or a few defined tasks, solved over several working sessions. - monthly
Ongoing advisory or part-time exec
Regular access through a stage, or a role inside the team.
More revenue from the same UA spend.
Live games on the platform see up to 25% higher ROAS on the same budget.
Same UA budget
Up to +25% ROAS
What's included depends on your stage and what you need.
ML platform. For live games buying traffic. Early LTV forecasts, smarter UA budget allocation and player segments. Built and run by a team of senior data engineers. LiveOps tools are next.
Analytics audit. Find what's broken or missing in your events, attribution and dashboards before you bet on the numbers.
Setup from scratch. An event plan, integration and dashboards sized to the stage your game is at.
Decisions, not reports. I read the data with your team and turn it into product, monetization and UA decisions.
Early access
Balance workspace for idle games
Every variable on one canvas. Each change simulated across player segments before it ships.
The question next to the question
The three questions founders bring to a first call, and what sits next to each.Bring one decision. I'll give it thirty minutes.
The call is free. You leave with a clear read on that decision and the next step.
Book a 30-min call



