Most people pick a lane: product, production, or design. I never quite did. I started out with a Computer Science degree and fell in love with production early in my career. Along the way I found myself drawn to UX and then product strategy. Bringing that full-stack experience has turned out to be both useful and unique.
Domain Areas
Publishing, platform technologies and live service operations
Community, marketing and web presence
Game UI, gameplay features and hero rosters
Game engine tools, content pipelines and developer ecosystems
Professional Experience
Independent Contractor
Saoirse Games
Independent Contractor
Saoirse Games
Available for contract and fractional work across product, ux, and production or studio operations.
Currently working with Dreamhaven on publishing platform initiatives across player experience, third-party integrations, and research to inform strategic and roadmap priorities.
Lead Product Manager
Dreamhaven
Lead Product Manager
Dreamhaven
Dreamhaven is a publisher supporting internal and external video game development studios.
I owned product strategy for shared, cross-game publishing experiences across account and identity, progression, community, and social systems for multiple games. I partnered with studios on third-party integrations during early access, launch, and live operations, led research informing feature design and platform strategy, and established structured PM practices to improve decision-making and cross-team alignment.
Senior Product Manager
Zwift
Senior Product Manager
Zwift
Zwift is an MMO fitness platform for cyclists and runners, that enables users to interact, train, and compete in a virtual world.
I owned the quarterly roadmap and led the redesign of the core app home screen, improving navigation clarity and social activity flow across devices, resulting in a 37% increase in engagement and a 15.5 point increase in new-user subscriptions at launch. I also managed an external development partnership and championed adoption of shared UI middleware and new design system.
Producer
EA Games – Ripple Effect
Producer
EA Games – Ripple Effect
Battlefield 2042’s Portal mode allows players to create and customize their own multiplayer experiences by mixing classic maps, modes, and gameplay mechanics.
Lead producer for the multi-disciplinary team delivering Portal mode’s custom game editor, spanning gameplay, UI, and content and aligning priorities across a large, interdependent production. Before that, as Character Producer on an unannounced IP, I worked with creative and art leadership to define thematic vision during early R&D and established prototyping processes for scalable character development for a new IP.
Producer
Riot Games
Producer
Riot Games
VALORANT is a tactical, team-based first-person shooter where players choose unique agents with special abilities and compete in strategic, objective-driven rounds.
I owned the content pipeline for the character team, and at a critical point in development pitched and led a reboot of the team’s product direction, realigning how we thought about agents and their role in the game. I also partnered with the insights team to validate gameplay and visual direction, increasing confidence in audience resonance. The game achieved 14 million monthly players in its first year.
Development Manager
Riot Games
Development Manager
Riot Games
League of Legends is a team-based, competitive online game where players control unique champions to battle for objectives and destroy the enemy’s base.
League of Legends is one of the most played games in the world. As Development Manager for the content tools team, I delivered a new VFX Editor that doubled content output and contributed to a 30% increase in cosmetic revenue, led a critical client update eliminating significant data debt with no player-facing disruption, and built scalable support systems that reduced friction across development and live operations.
Producer & UX Designer
CCP Games
Producer & UX Designer
CCP Games
EVE Online is a massive, player-driven space MMO where players engage in exploration, combat, trading, and empire-building in a persistent galaxy. The universe expanded with the introduction of Dust 514, a ground-based shooter that integrated with the EVE ecosystem, allowing cross-platform interactions between players.
Six years across several roles centered on the web and publishing platform for EVE Online and DUST 514. As Web Product Owner I balanced priorities across marketing, community, customer support, and development. As UX Designer I led the full redesign of EVEOnline.com from strategy through to delivery. I also introduced user-centered product practices adopted across multiple teams.
Education
ICAgile Certified Professional in:
- Agile Fundamentals
- Agile Project Management
- Agile Team Facilitation
Certified Agile Product Owner
Certified Agile Scrum Master
B.Sc. in Computer Science
Bournemouth University, UK
Want to know more? Download my resume or get in touch. I’m always happy to talk!