# Prasant Moorthy > Product Leader (Director / Principal PM) | Live Service Games, Social Systems & Player Engagement Location: San Francisco Bay Area, United States Profile: https://flows.cv/prasantmoorthy I’m a product leader with 20+ years of experience building and scaling live service games, with a focus on player engagement, systems design, and long-term retention. My work has consistently centered on how players interact with systems and with each other, whether through onboarding, content discovery, or live operations. I’ve led product initiatives across multiple teams and products, including contributing to significant MAU growth at EA (The Sims) through top-of-funnel improvements, onboarding optimization, and better surfacing of content and DLC. More recently, I’ve been focused on social interaction as a core product layer. I’m currently developing Chronicles, a narrative-driven product where player interaction shapes outcomes through discussion, influence, and shared decision-making. I’m particularly interested in how engagement systems and social interaction can operate across games and platforms, creating shared experiences that drive long-term retention. ## Work Experience ### Co-Founder / Game Director @ Chronicles Jan 2023 – Present | Remote • Leading product strategy, roadmap, and overall direction for a narrative-driven interactive product centered on player interaction and shared decision-making • Designing new interaction systems that move beyond traditional multiplayer, focusing on discussion, influence, and emergent outcomes between players • Driving development from concept through prototype using rapid iteration and GenAI-assisted workflows • Managing external teams and production pipelines to accelerate development while maintaining flexibility as the product evolves ### Head of Game (ELA) / Director of Product @ Prodigy Education Jan 2024 – Jan 2024 | Toronto, Ontario, Canada • Owned product strategy and roadmap for a gamified learning product for K–5 students, focused on engagement, retention, and learning outcomes • Led a cross-functional team of 25+ across product, design, UX, art, and engineering • Introduced structured product discovery and experimentation practices, including A/B testing and iterative validation, to improve product decisions and accelerate iteration • Improved team effectiveness and delivery predictability through clearer ownership, better processes, and org design, increasing alignment and team confidence ### Vice President, Digital @ Exploding Kittens, Inc. Jan 2021 – Jan 2022 | Sacramento, California, United States • Built and led the digital games division from concept to launch, defining product strategy, roadmap, and execution across multiple titles • Established and scaled a cross-functional team spanning internal developers, contractors, and external studios • Led development and launch of games across console and platform ecosystems, including developing and launching dedicated titles for Netflix and Facebook • Defined processes and operating models for long-term digital product development within a traditionally physical games business ### Senior Lead Product Manager @ Electronic Arts (EA) Jan 2018 – Jan 2021 | Redwood City, California, United States • Established and scaled the Product Management function for The Sims franchise, building the case for product ownership and growing the team from 0 to 5 while defining KPIs and product processes • Contributed to significant player and revenue growth through improvements to onboarding, content surfacing, and in-game merchandising • Led product management for The Sims during its highest non-launch revenue year in the franchise’s 21-year history • Led a feature pod on Command & Conquer Rivals, owning design and delivery of systems that contributed ~60% of soft launch revenue ### Game Director / Director of Product @ Demiurge Studios Jan 2017 – Jan 2018 | Cambridge, Massachusetts • Led development of new game concepts from initial idea through prototype, including validation, player testing, and business modeling • Managed product improvements for Marvel Puzzle Quest, focusing on performance, engagement, and monetization • Helped stabilize and improve product performance through targeted changes to systems and live operations ### Director of Economy Design @ Storm8 Jan 2015 – Jan 2017 | Redwood City, California, United States • Led design of monetization and progression systems across a portfolio of live games, focusing on pricing, economy balance, and player lifecycle • Improved game performance across multiple titles through targeted changes to economy, progression, and engagement systems • Delivered significant revenue improvements across the portfolio through optimization of monetization and live operations systems • Developed reusable economy design frameworks and best practices that were adopted across subsequent titles, contributing to the studio’s commercial success ### Director/ Contract Product Manager @ Project Headsludge Jan 2011 – Jan 2015 • Provided product strategy and game design consulting for a range of studios and projects • Worked with teams including KIXEYE and RockYou on live service games and monetization systems • Designed and launched multiple F2P systems across different genres and platforms ### Design Director / Director of Product @ KIXEYE Jan 2012 – Jan 2014 | Brisbane, Queensland, Australia • Defined the vision for VEGA Conflict, designing the core game and pitching it to executive leadership • Owned product strategy and live operations, including progression, economy, and player lifecycle systems • Built and launched the game from initial concept as one of the studio’s fastest development cycles, adapting from browser to Unity and redesigning for mobile • Delivered one of the first seamless cross-platform experiences, enabling a single player account across browser, mobile, and console • Scaled the team from 10 to 45, including hiring key roles across production, design, and art ### Managing Director @ Mana Bar Jan 2009 – Jan 2014 | Australia • Co-founded and scaled a hospitality business from concept to multi-location operation • Led product and operational strategy, building a strong community-driven customer experience • Managed business performance, expansion, and day-to-day operations ### Lead Producer, Lead Designer, Product Owner @ Creative Assembly Jan 2005 – Jan 2010 | Brisbane, Queensland, Australia • Led product development across multiple AAA titles, including Medieval II: Total War • Owned roadmap planning, feature development, and cross-team coordination • Helped scale the studio team significantly during a period of growth • Contributed to securing and delivering licensed titles, including the London 2012 Olympic Games ### Head of Quantitative Risk @ Resimac Jan 2002 – Jan 2004 | Sydney, New South Wales, Australia • Built and managed financial models for risk assessment and structured products • Led analytical initiatives to support business decision-making and portfolio performance • Spearheaded new product creation, combining internal data with customer research to bring innovative products to market ### Graduate Programme @ UBS Jan 1999 – Jan 2001 | City Of London, England, United Kingdom • Rotated across roles in financial modeling, analysis, and product forecasting • Developed foundations in quantitative analysis and structured problem solving ## Education ### BSc Hons in Business Mathematics and Statistics The London School of Economics and Political Science (LSE) Jan 1994 – Jan 1998 ### Dulwich College Jan 1985 – Jan 1994 ## Contact & Social - LinkedIn: https://www.linkedin.com/in/prasantmoorthy --- Source: https://flows.cv/prasantmoorthy JSON Resume: https://flows.cv/prasantmoorthy/resume.json Last updated: 2026-04-07