# Texsa Dewobroto > Lead Product Manager I Electronic Arts (EA) Location: San Francisco Bay Area, United States Profile: https://flows.cv/texsa I’m a product builder at heart who goes deep into the problems I solve and the systems I design. I think holistically about user behavior and deliver features that balance user experience with business impact. I believe great products are built at the intersection of user empathy, system design, and operational excellence. Over the past decade, I’ve led product work across mobile games, marketplaces, SaaS platforms, compliance, and consumer apps. At EA, I scaled live ops systems and monetization features that reached millions of players while ensuring the voice of the consumer shaped product strategy. My work combines data-driven decision making with user-first design, driving sustainable growth across gaming and digital platforms. ## Work Experience ### Lead Product Manager @ Electronic Arts (EA) Jan 2023 – Jan 2025 | San Francisco Bay Area I helped defined the product vision, strategy, and roadmap in partnership with leadership and cross-functional teams. I launched live ops monetization features and social gameplay systems (including cooperative events, social interactions, and expanded friend networks) that strengthened player communities and drove measurable gains in revenue, engagement, and retention. I applied analytics and system design principles to ensure features scaled effectively while partnering with data science and design teams to optimize the game economy. Beyond feature delivery, I oversaw program management across multiple initiatives, aligning product, design, engineering, marketing, and compliance stakeholders. I also mentored junior PMs, improved development workflows, safeguarded compliance across global regulations, and contributed to company-wide knowledge sharing by documenting best practices and strengthening the PM community at EA ### Senior Product Manager @ Electronic Arts (EA) Jan 2022 – Jan 2023 | San Francisco Bay Area I developed and executed Design Home’s first dedicated social roadmap, expanding community engagement and fueling organic growth across the portfolio. I safeguarded operations by maintaining compliance with global privacy and platform regulations while also streamlining knowledge management by centralizing documentation and research. I introduced new acquisition and retention mechanics that created additional partnership opportunities and supported long-term growth. I collaborated with publishing and marketing partners on go-to-market (GTM) planning to align feature rollouts with UA, live ops, and community strategies. Beyond feature ownership, I contributed to company-wide product management knowledge sharing by documenting best practices and supporting leadership in shaping strategy across teams. ### Product Manager @ Electronic Arts (EA) Jan 2020 – Jan 2022 | San Francisco Bay Area I improved Design Home's onboarding and early-player experiences through curated events, optimized inventories, and targeted messaging. These initiatives strengthened retention, boosted lifetime value, and increased early daily engagement across the game. I also designed and ran multivariate experiments and conducted competitive research to identify risks, validate ideas, and uncover opportunities for growth. In addition, I delivered data-driven insights that informed roadmap priorities and supported leadership in shaping product strategy. My work combined hands-on feature improvements with a structured approach to experimentation and analysis, helping the team enhance performance and build a stronger foundation for long-term success. ### Product Manager @ Super Lucky Jan 2019 – Jan 2020 I managed live puzzle titles and delivered measurable improvements in engagement and event performance. I combined market research with prototyping to explore new opportunities, including the design of a trivia game concept. ### Product Manager @ RedAwning.com Jan 2016 – Jan 2019 | San Francisco Bay Area I contributed to RedAwning’s rapid growth in B2B and B2C products by partnering with leadership on product strategy and roadmap development. My work included automating manual processes, expanding SaaS platforms, and integrating APIs to improve operational efficiency. I also supported go-to-market (GTM) planning for new products, coordinating with marketing, operations, and customer support to ensure smooth launches. Working with cross-functional teams across the U.S. and Indonesia, I delivered solutions that directly supported expansion during a period of 300% YoY growth. ### Producer @ Gameloft Jan 2014 – Jan 2016 | Yogyakarta Area, Yogyakarta, Indonesia I managed a cross-functional team of 30+ members to deliver new F2P mobile projects, live ops expansions, and in-game brand partnership initiatives. I managed project and program management across multiple studios, coordinating design, engineering, art, and QA to hit milestones and deliverables. I collaborated closely with economy designers on progression systems, currencies, and monetization loops while introducing KPIs and analytics frameworks that guided roadmap planning. I was also involved in strategies for expanding into emerging markets and integrating ad-based revenue solutions. ### Associate Producer @ Gameloft Jan 2013 – Jan 2014 | Yogyakarta Area, Yogyakarta, Indonesia Started with assisting the Producer with day-to-day project management for a cross-functional team of 30+ developers, designers, artists, and QA, I transitioned into an acting Producer role within two months, taking full ownership of the project and independently managing the team. This role strengthened my foundation in program management, stakeholder communication, and system-level thinking within a global F2P development environment. ### Lead Game Designer @ Gameloft Jan 2012 – Jan 2013 | Yogyakarta Province, Indonesia I led a team of designers to define core mechanics, game rules, balancing, and monetization for mobile titles. My responsibilities included game system design and economy tuning, ensuring progression frameworks and gameplay loops created sustainable engagement. I also mentored junior designers, established design workflows, and partnered with production and research teams to deliver commercially successful products. In addition, I was involved in the early design and implementation of in-house gamified ads and brand partnership integrations platform. ### Game Designer @ Gameloft Jan 2011 – Jan 2012 | Yogyakarta Province, Indonesia As part of the game design team, I created and adapted mechanics, content, and systems based on data, market research, and playtesting. I also contributed to system and economy balancing while introducing workflow improvements that streamlined design, art, and code delivery, enabling faster and more reliable releases. ### Associate Producer/Director @ Awevision Multitama Jan 2008 – Jan 2011 I supported end-to-end video production management including requirements gathering, budgeting, coordinating crews, recruiting talent, and managing scripts. I built early skills in project management, media production, cross-functional coordination, and stakeholder communication that translated into later product leadership roles. ### Production Manager @ WongFilm Plus Jan 2007 – Jan 2008 I managed production schedules, budgets, and teams for a TV-affiliated production house. Ensured projects stayed on track while working closely with stakeholders and sponsors to secure funding — sharpening my operations, program, and stakeholder management skills. ### Assistant Project Manager @ Sieben Communication and Event Organizer Jan 2003 – Jan 2007 I assisted senior managers in planning and delivering events, handling multi-party communications and on-site execution. Developed a strong foundation in logistics, coordination, and client-facing support. ## Education ### Bachelor's degree in Communication and Media Studies Universitas Atma Jaya Yogyakarta ## Contact & Social - LinkedIn: https://linkedin.com/in/texsadewobroto --- Source: https://flows.cv/texsa JSON Resume: https://flows.cv/texsa/resume.json Last updated: 2026-04-13