Taking cloud gaming worldwide
Real-time game streaming is a fundamentally different infrastructure problem than video. Video buffers; games can't — and capacity is finite, so running out means "no," not "slower." There was no existing playbook, so we built one: new hardware, new steering logic, new quality metrics, new cost models. I led product strategy for scaling the platform from our internal-only engineering build to our beta launch through to global availability across four continents — infrastructure readiness, regulatory compliance, launch execution, and media quality.
no playbook → global platform zero to 1