Twenty years in games, twelve at King. My teams and I were key drivers of the Candy Franchise's 2015 turnaround — one of the unlocks of Activision Blizzard's $5.9B acquisition of King. Returned in 2020 to rebuild Candy Crush from a declining trajectory. As Head of Product, owned Candy Crush end-to-end — all product teams and live operations. Built up the organisation from ~200 to ~500 people, running ~400 directly. Introduced new product mechanics and live-operations practices that are now standard across casual gaming. Annual revenue more than doubled during my tenure. By 2023 the Candy Crush franchise had passed $20 billion in lifetime revenue and 5 billion downloads, with hundreds of millions of monthly players — among the highest-grossing media franchises ever made, and one of the most recognised gaming brands in the world. Candy Crush was a meaningful part of the rationale for Microsoft's $69B acquisition of Activision Blizzard — generating the bulk of King's revenue, bringing the mobile scale that Microsoft's console- and PC-led portfolio needed, and demonstrating long-term cash generation expected to continue for decades.
Before King I worked in online gaming and free-to-play — Ongame, bwin.party and EA. The approach has stayed consistent: data-driven, value-focused, deep on monetization. Over time my role has shifted from managing products directly to building effective teams and organisations.
I stepped back from running Candy Crush day-to-day in 2024 after a decade of senior operational roles at King. King asked me to stay on as First Vice President and senior advisor to the executive team — a role that has since expanded back into operational scope: starting a new game development project and standing up AI game development. Outside of King I sit on the board of Infundo, a Stockholm investment company taking focused positions across tech, gaming, and energy through active board engagement. Selectively open to additional board seats, advisory work, and operating-partner roles — particularly in games, AI, and consumer tech.
First Vice President at King. Stepped back from running Candy Crush day-to-day in 2024 to advise the executive team on strategy, business performance, and product organisation. The role has since expanded back into operational scope — starting a new game development project and standing up AI game development. Part-time, alongside selective board and advisory work.
Owned Candy Crush end-to-end across all product teams and live operations. Built up the title from ~200 to ~500 people, running ~400 directly. Annual revenue more than doubled during this period.
Introduced new product mechanics and live-operations practices that have become standard across casual gaming. Candy Crush's scale, longevity, and projected long-term performance were a meaningful part of the rationale for Microsoft's $69B acquisition of Activision Blizzard — a franchise positioned to keep generating significant revenue for decades.
Returned to Candy Crush to rebuild it from a declining trajectory. Built a new Operations & Analytics function from scratch, growing it from ~20 to ~100 people in roughly a year. Covered ads, content, events, IAP monetization, and feature optimization — the foundation for the broader product reorganisation that followed.
King-wide role spanning all titles. Led the central analytics function and the global business performance craft. Retained Candy franchise leadership responsibilities through the transition.
Franchise-level business performance lead across Candy Crush Saga, Soda, Friends, and Jelly. Drove the analytics, monetization, and performance work that sustained the franchise as the dominant share of King's portfolio.
Senior role in the analytics and performance function during the Candy Franchise's 2015 turnaround — one of the unlocks of Activision Blizzard's $5.9B acquisition of King. Worked closely with game leads on the strategic and operational shifts behind the turnaround.
Joined King to bring free-to-play monetization expertise. Worked across the title portfolio on monetization frameworks, IAP optimization, and player value modelling as the company transitioned from ad-driven web games to IAP-led mobile.
Board member of Infundo, a Stockholm-based active-investor firm taking focused positions across tech, gaming, energy and adjacent sectors. Operates through board engagement and operational support to portfolio companies.
Led monetization for EA's Play4Free publishing portfolio. Owned IAP design, pricing, and live-ops optimization across multiple free-to-play titles.
Analytics work supporting EA's Play4Free publishing portfolio — player behaviour modelling, monetization analytics, and live-ops measurement. Stepped up as acting Head of BI for a transitional period.
Five years across analytics, business intelligence, and product roles in online poker — Ongame Network (then a major B2B poker platform) and its acquirer bwin.party. Most recently as Product Owner for the cash games product line. Where I learned the foundations of data-driven product work in real-money games.