
Clair Obscur: Expedition 33 is a 2025 role-playing video game developed by French studio Sandfall Interactive and published by Kepler Interactive.
Hello!
A Jill of all trades - from game development to indie & AA publishing, funding and everything in between. General enjoyer of solving big problems with great people.
A Jill of all trades - from game development to indie & AA publishing, funding and everything in between. General enjoyer of solving big problems with great people.
A Jill of all trades - from game development to indie & AA publishing, funding and everything in between. General enjoyer of solving big problems with great people.


My Services
Drive improvements for internal game development processes, team dynamics, hiring and scaling teams
Drive improvements for internal game development processes, team dynamics, hiring and scaling teams
Drive improvements for internal game development processes, team dynamics, hiring and scaling teams
Games project analysis & due dilligence, advisory and industry insights
Games project analysis & due dilligence, advisory and industry insights
Games project analysis & due dilligence, advisory and industry insights
Drive improvements for Game Studios from leadership, professional development, operations, processes and more
Drive improvements for Game Studios from leadership, professional development, operations, processes and more
Drive improvements for Game Studios from leadership, professional development, operations, processes and more
Drive or advise on 'sign to ship' processes with a cross-discipline approach
Drive or advise on 'sign to ship' processes with a cross-discipline approach
Drive or advise on 'sign to ship' processes with a cross-discipline approach
Drive release plans, sales strategies, live-ops strategies
Drive release plans, sales strategies, live-ops strategies
Drive release plans, sales strategies, live-ops strategies
Keynote speaking, hosting, MCing, content talent for hire and more
Keynote speaking, hosting, MCing, content talent for hire and more
Keynote speaking, hosting, MCing, content talent for hire and more


About
If we haven't met, my career has taken me across the globe and I thrive in being able to connect the dots in where the problems are in the videogames industry.
From my the foundations of my career being growing and developing great indie games studios, I've followed my curiosity and ambition in taking my skills into the world of publishing & investing.
Being far away in Australia, I've built myself to be able to work with teams across the globe.
Working with the core WINGS team I regularly review and provide feedback & due dilligence to help shape the portfolio. Actively scout and provided leads especially from Oceania
Working with the core WINGS team I regularly review and provide feedback & due dilligence to help shape the portfolio. Actively scout and provided leads especially from Oceania
Working with the core WINGS team I regularly review and provide feedback & due dilligence to help shape the portfolio. Actively scout and provided leads especially from Oceania
VicScreen is a government agency in Australia that funds and supports videogame development. The board supports the CEO and executive team in governence and industry insights.
VicScreen is a government agency in Australia that funds and supports videogame development. The board supports the CEO and executive team in governence and industry insights.
VicScreen is a government agency in Australia that funds and supports videogame development. The board supports the CEO and executive team in governence and industry insights.
Created and optimised the portfolio release management processes, hiring production support and delivering multiple projects. Provided frameworks for sign-to-ship improvements. Actively scouted and provided leads especially from Oceania & Japan Projects included: Tempopo (Witch Beam), Go Go Town (Prideful Sloth), Hotel Barcelona (White Owls), Awaysis (17-BIT)
Created and optimised the portfolio release management processes, hiring production support and delivering multiple projects. Provided frameworks for sign-to-ship improvements. Actively scouted and provided leads especially from Oceania & Japan Projects included: Tempopo (Witch Beam), Go Go Town (Prideful Sloth), Hotel Barcelona (White Owls), Awaysis (17-BIT)
Created and optimised the portfolio release management processes, hiring production support and delivering multiple projects. Provided frameworks for sign-to-ship improvements. Actively scouted and provided leads especially from Oceania & Japan Projects included: Tempopo (Witch Beam), Go Go Town (Prideful Sloth), Hotel Barcelona (White Owls), Awaysis (17-BIT)
Created and setup internal CRM, signing processes and due dilligence. First producer to setup portfolio and support internal and third-party studios across a variety of studio needs on a consultancy basis. Actively scouted and provided leads especially from Oceania Projects included: Expedition 33 (Sandfall Interactive), Pacific Drive (Ironwood Studios), Unannounced (Shapefarm), Cat Quest 3 (Gentlebros), Scorn (Ebb Software), Tchia (Awaceb)
Created and setup internal CRM, signing processes and due dilligence. First producer to setup portfolio and support internal and third-party studios across a variety of studio needs on a consultancy basis. Actively scouted and provided leads especially from Oceania Projects included: Expedition 33 (Sandfall Interactive), Pacific Drive (Ironwood Studios), Unannounced (Shapefarm), Cat Quest 3 (Gentlebros), Scorn (Ebb Software), Tchia (Awaceb)
Created and setup internal CRM, signing processes and due dilligence. First producer to setup portfolio and support internal and third-party studios across a variety of studio needs on a consultancy basis. Actively scouted and provided leads especially from Oceania Projects included: Expedition 33 (Sandfall Interactive), Pacific Drive (Ironwood Studios), Unannounced (Shapefarm), Cat Quest 3 (Gentlebros), Scorn (Ebb Software), Tchia (Awaceb)
Starting as an associate producer until my final role as Production Director, I was employee #5 and supported scale and growth to 70 with multiple projects. Grew the production department and supported pitching for multi-million dollar projects. Projects included: Armello (plus live-ops), Unannounced, Jumplight Odyssey, Solium Infernum
Starting as an associate producer until my final role as Production Director, I was employee #5 and supported scale and growth to 70 with multiple projects. Grew the production department and supported pitching for multi-million dollar projects. Projects included: Armello (plus live-ops), Unannounced, Jumplight Odyssey, Solium Infernum
Starting as an associate producer until my final role as Production Director, I was employee #5 and supported scale and growth to 70 with multiple projects. Grew the production department and supported pitching for multi-million dollar projects. Projects included: Armello (plus live-ops), Unannounced, Jumplight Odyssey, Solium Infernum
My Works
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