Twenty years of shipped work, measured. I take strange little ideas and bake them into reality — on a line built to scale. Talking to teams about what's next.
Now — lead creative on Episode, Pocket Gems' flagship interactive-storytelling platform, and Reality Stars — while building a next-gen AI product (currently in stealth): a highly customizable, interactive RPG for a female audience that looks live-action but is AI-generated — and the scalable workflow to responsibly generate and organize its branching narratives and character customizations.
Twenty years of shipped work across TV, mobile games, and creator economies — measured in retention, revenue, and loaves.
✦ fresh certification — Strive management training × 2 cyclesI'm a creative executive with 20+ years across games, television, film, and AI-enabled content. I've led original products from blank page to global live service, run hit writers' rooms, coached creator ecosystems, and built production systems that scale without sanding off what made the idea good in the first place.
What I do: I define the creative problem, invent the idea that answers it, then build the teams, systems, and tools that get it out the door. Ideally the good door.
Creative leadership is part taste, part systems design, and part saying the useful thing in the room.
A team moves faster when everyone can say what the experience should make someone feel — not just what features it contains.
"It's not landing" is an observation. Good creative direction explains why, protects the intent, and gives the creator a next move.
Curricula, tools, pipelines, and repeatable patterns let more creators do their best work without turning the work generic.
Audience behavior sharpens the question. Taste and judgment still answer it.
I turn strategy into entertainment — and creative ambition into something a team can actually ship.games · television · interactive media · and the tools behind them
Slow-proofed on a player-fantasy starter: a standalone app, separate from Episode — collection RPG × scripted reality × dating sim. I crossed into game design at the fantasy and experiential level, writing gameplay specs from player-fantasy pillars; two shipped as core features — an async head-to-head PR-appearance showdown, and VMS Live!, a real-time 10-player fashion battle staged like a reality show. Vision-keeper across a 40-person team covering design, art, audio, narrative, and product, from ambiguous player promise to live service.
The brief was not "make one of those." It was to make three genres feel like they had always belonged together.
The UGC culture: wrote educational materials that passively widen the submission funnel, revamped the pitch greenlight process, and built the author-development system that levels green authors into hit-makers. Hosted a 3-day onsite intensive — every attendee went on to create their personal-best story; 3 reached the platform's highest tier, setting new $/story-start records.
the slides below are titles only — actual content is confidential and proprietary
Seventy-three flaky layers of narrative × gameplay, laminated on Episode. Pioneered the format, codified it, and taught it to the studio and the UGC creator community — ~8% lift ≈ $1M annual revenue, +5% ARPDAU. The foundation every later bet grew out of.
RECIPE DEVELOPMENT · SLATE STRATEGY
Indexed and analyzed the entire Episode story catalog. Found over-concentration in high-school settings, skewing toward lower-disposable-income players. Identified the whitespace: post-education settings. Every good bakery tests its recipes.
the actual 2019 slate deck — research, taxonomy, findings, and the draft slate
Classic, crusty, no shortcuts. Hired at 21, head writer by 25 — head writer on iCarly and Victorious simultaneously, 7 seasons · 150+ episodes. Led a 12-person writing department; PGA nomination. Comedy was the output; alignment across a very large machine was the job.
Dev / production banner. Pilots with Nickelodeon; film with Disney/MarVista; self-produced Shayna's Place (eOne); viral comedy shorts. Est. 2010 · no ducks harmed.
Organize & Create Discipline — book on creative productivity (Penguin/Perigee, 2014). Co-founded Goodie Goodie, a family chore/goal/reward app. Not the main quest, but they shipped.
Open to creative leadership roles across games, AI media, and entertainment tech. My criteria are simple: your roadmap has an ambitious problem in it. Let's compare notes.
DOUGH AT 62% · DO NOT DISTURBCreative executive with 20+ years translating strategy into audience-ready entertainment across games, television, film, and AI-enabled platforms. Defines the creative problem, invents the idea that answers it, then aligns design, art, audio, narrative, product, and production to ship efficiently. Equally effective as a title-level vision-keeper, a slate and programming leader who elevates creators, and a builder of content tools and pipelines that scale. Track record includes measurable gains in revenue, retention, conversion, and production velocity.
Shipped titles: Episode: Reality Stars · Episode XOXO (Apple Arcade) · Episode: Pitch Perfect · Episode (flagship) · Shayna's Place
Publication: Collaborator, Organize & Create Discipline: An A-to-Z Guide to an Organized Existence by Justin Klosky (Penguin/Perigee, 2014); credited by name in the author's introduction.
The Wharton School, University of Pennsylvania — B.S. in Economics, concentrations in Marketing & Communications (2005)
Strive management training — two cycles completed.
PHONE AVAILABLE ON REQUEST — EVERYTHING ELSE IS THE FULL CURRENT RÉSUMÉ