Every role on this page is a variation on one theme: bridging infrastructure and product — translating technical constraints into product decisions, and product needs into engineering solutions.
Principal IC product leader across cloud gaming infrastructure, the controller and developer ecosystem, and the media systems supporting global content production.
Owned product for Netflix cloud gaming: infrastructure at scale, quality of experience, the controller platform, and the developer ecosystem. Took the platform from internal engineering build through beta to global availability across four continents — deciding which markets, when, and at what quality bar. Defined what "good" means for cloud game streaming and the principles for investing in it. Built the controller that turns the phone members already carry into the bridge between members and games.
Led product for the infrastructure behind every Netflix title — asset management, ingestion, transport, compute, storage, encoding, and ML — enabling 70+ applications from pitch to play. Ended "keep everything forever": built the data foundation that made storage measurable, shipped the studio's first retention policies, and moved the question upstream to what's worth ingesting at all.
Platform strategy, ecosystem alignment, and team leadership across Android, YouTube, Google Play, and Google TV — Media & Entertainment, Platforms & Ecosystems.
Drove platform readiness and launch execution across Google's full media surface — Android TV, Android Auto, Chromecast, Google Play — including shipping Chromecast on Google TV, aligning product, engineering, BD, and partner engineering.
Mapped Google's end-to-end media and entertainment ecosystem across Android, YouTube, and Google Play — driving build/buy/partner strategy and long-term platform investment recommendations across content creation, processing, and distribution.
Managed a team of five modernizing Google Play and YouTube Movies ingestion at global scale — migrating to component-based pipelines, launching industry standards, and improving metadata governance across surfaces.
Led product for O'Reilly's mobile learning experience across iOS and Android — partnering with engineering, design, and content teams to improve discovery, delivery reliability, and engagement for technical learning content.
From marketplace P&L to media services leadership — the publishing, catalog, and monetization infrastructure behind the Xbox ecosystem.
Led the PM team behind the media catalog and metadata infrastructure that powered Movies & TV, Groove Music, and cross-device experiences across the Xbox ecosystem. Every film, album, and cover art a member saw flowed through platforms this team ran — built with engineering, operations, publisher partners, and metadata providers including IMDb and Gracenote.
Owned the ingestion and content-readiness pipelines that moved the global music catalog onto Xbox — scaling the systems that processed, normalized, and distributed music assets so a worldwide catalog stayed accurate and release-ready.
Ran the digital supply chain moving games from studios to members — and helped execute its largest overhaul since Xbox LIVE launched in 2002, touching every revenue stream, publisher, and policy on the platform while franchises like Halo, Gears of War, Forza, Call of Duty, and Assassin's Creed shipped through it. Launched the Game Developer Network Portal, served as the ingestion and compliance expert studios relied on, and cut content turnaround and vendor cost by more than 50%.
Owned P&L and category strategy for Xbox LIVE personalization — a 90M+ item portfolio across avatars, themes, gamerpics, and gamertags. Launched and scaled the Avatar Marketplace, exceeding first-year targets by 200%, and took digital identity beyond games through licensing and brand partnerships.
Western Michigan University, Haworth College of Business — Bachelor of Business Administration, Management.
Named to Media Play News' "40 Under 40" in Home Entertainment (2018).