Palo Alto, California, United States
Product Owner: World War Rising
• Led a cross-functional team of 60 - Game Design, LiveOps, Production, Engineering, Art, QA, and Analysts
• Deep-dive into combat, economy, and UX to identify issues, validate with data, and propose solutions
• Identify dropoff points in FTUE and validate with data, propose solutions for A/B Testing
• Negotiated with C-staff to set up realistic goals for the product that would facilitate growth over time
• Reduced short-term revenue spiking tactics in favor of longer-term sustainability of the product
• Hyperfocus on player sentiment and prioritized addressing issues, bugs, complaints, and any escalations
• Prioritized engineering time focusing on key features, QoL improvement, end game experience
• Exceeded MoM revenue and engagement targets from month #2 and set a record 14-month streak
• Final signoff for all Events, Sales, and Design content going live into the game across all cohorts
• Improved team morale, address work/life balance issues, and reduced feature cadence
• Stabilized economy and combat across multiple cohorts. directing initiatives on Design and LiveOps