Running a live-service operation
Release gates, incident ownership and the trade-off between content throughput and stability.
Malmö, Sweden · Games production leadership
Predictability is the real margin: studios lose money on surprises, not on ambition.
My background spans Studio Lead and Executive Producer at Avalanche Studios Group on theHunter: Call of the Wild, production leadership at Ubisoft Massive, and Production Director at Sharkmob on Exoborne.
I work on the decisions behind delivery: who owns the outcome, what evidence makes a commitment credible, and when leadership needs to act. My technical background helps connect those decisions to the systems and people doing the work.
Release gates, incident ownership and the trade-off between content throughput and stability.
Making ownership and decision rights keep pace with a growing department.
Preserving capability and making the consequences of cost decisions visible.
I welcome conversations about permanent studio and production leadership, as well as consulting engagements. For a permanent role, let's discuss the mandate, decision rights and mutual commitment directly. Availability and terms are agreed for each opportunity.
GameCraft is my production leadership practice: audits, workshops and fractional Executive Producer or COO engagements.
Steadystate provides senior delivery pods for post-launch and live operations.
FirstPlayable supports small game teams from an idea through to a released game.
Tell me about the studio, the decision or delivery challenge, and the scope you have in mind.
Read my field notes on Substack, or forward an evidence page to someone working through a similar problem.