Beginnings: League of Heroes
I began my career in games back in 2009. I launched a social game in my free time called League of Heroes on Facebook and Myspace. League of Heroes was one of the highest monetizing games on a per user basis at the time. Further, the game was the very first social game to introduce guild vs. guild mechanics: leagues of heroes fighting other leagues.
In 2011, I founded a mobile game development studio called Playviews, Inc. funded by Saban Capital and GAMEVIL.
Our flagship game at Playviews was a fantasy RPG called Fantasy Quest:
We also, very disastrously, worked on a pet monster game based on Saban’s My Pet Monster brand:
This game was ahead of its time, lacked a compelling core loop, and fairly over-designed. However, I hope to have another shot at this game someday. Especially, a battle version of the game:
In 2013 I joined FunPlus (a mobile games publisher/developer) as a Studio Head in their Strategy Division. I also later assumed the role of External GM of FunPlus’ Vancouver studio in 2014. The main product I worked on was a mobile “march battle” style game called Kings of Avalon: Dragon Warfare. The game hit #1 Top Grossing on the iOS AppStore in November of 2016 and otherwise generally in top 50 grossing.
The game generated over $190M in net revenue for 2017. Further, the game is on track to do over $500M life of product, and including re-skins (Guns of Glory, Dino Wars, and more coming) will likely do well over $1B in aggregate net revenue life of product(s).
I worked like crazy while I was at FunPlus including living in Beijing for 7 months while my wife was pregnant. She’s still mad about that time! The greatest lesson I learned while at FunPlus, I wrote about in this blog post about optimism: Building a Successful Team through Determined Optimism.
Since I first entered the mobile gaming space I have now worked on 12 launched mobile titles (not including a bunch of titles that were killed during development). I’ve worked primarily studio/development side but have also worked in marketing for this title:
And publishing for this title:
In late 2015, I left FunPlus to join SEGA Networks, the mobile operating division of SEGA, as their VP of Product. At SEGA, I was responsible for product green light, ideation, business development, oversight of support services (QA, CS, Loc., release management), product management, and external and internal publishing.
The primary titles I worked on during my time at SEGA included:
During my tenure at SEGA, our office had our first ever profitable year (since the inception of the office 7 years prior) and I was promoted to Chief Product Officer. I also had the opportunity to serve as the interim GM of SEGA’s Demiurge studio which developed the hit mobile game title Marvel Puzzle Quest.
I have been blogging about some of the lessons I’ve learned about mobile game development at: http://www.gamemakers.com.