Years leading creative work
Across AAA, free-to-play, and digital product environments.
Game and product designer with 20+ years of hands-on production experience, including four years of live F2P operations in the Japanese market.
Five ways I contribute across game development, product design, and production.
Across AAA, free-to-play, and digital product environments.
Progression, pets, base building, recipes, and team goals.
Information architecture, onboarding, flows, interfaces, and visual systems.
Plus web mini-games and iCasino work; including co-lead responsibility on a multi-million-euro AAA production.
Japan audience acquired without paid UA; 31% Day 7 retention.
On Wreckfest, a multi-million-euro console racing title.
4 years running a Japan-exclusive mobile game's economy, systems, and content.
+33% payer conversion and +41% ARPDAU from economy and store work.
Product outcomes, transformation work, and role context are documented in the case studies below.
Each case study focuses on the problem, my role, the decisions made, and what changed as a result.
Operating and growing a live game in Japan
Seasonal planning, content updates, economy tuning, monetization, partner coordination, and long-term stewardship of a Japan-only F2P service.
Identity becomes strategy
A progression system connecting collection, care, specialization, passive rewards, and long-term duplicate value.
Shipped in 60 man-days
Scoping, smart sequencing, and mobile optimization to deliver a functional 3D build feature on a fixed budget, then grow it into core gameplay.
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Work in progress
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I am a Finland-based game and product leader who stays close to the work, from strategy and production planning to systems and interfaces.
My experience spans art, design, scripting, UI/UX, and game production. I also build hands-on, prototyping full-stack and using AI-assisted workflows to take ideas from concept to working software. I have led internal and outsourced teams, built long-term external partnerships, and helped projects move through difficult production challenges, major releases, and organizational change. I'm persistent, take calculated risks, and stay accountable when the path is uncertain.
Start with the player, then map the system around them.
Make decisions visible so teams can move together.
Ship, observe, and improve.