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👋 Hey, I'm Joey!
a product manager with an engineer's build instinct and a game designer's feel for how things should work.

Experience
The Places I've Been.
Learn more about my experience, and see a sampling of cases so you can get a sense of how I work.

May 2025 – Present

Oct 2023 – May 2024

Jun 2023 – Feb 2024
My Education.
Selected as 1 of 42 students in the 9th Cohort of the Iovine and Young Academy.

USC Iovine and Young Academy
B.S. Arts, Technology, and the Business of Innovation
Completed May 2026
Projects
My Non-Professional Experience.
Personal projects that shaped my engineer build instinct and game designer feel.
I worked on a research and design project for Thales, one of the largest in-flight entertainment providers in the world. We started the brief looking at three potential stakeholder groups: kids, elderly, and visually impaired passengers. I ran interviews at USC Village as part of our primary research and collaborated with my team on personas and a problem statement, and those findings plus a PESTLE analysis narrowed our focus to children as the target demographic. From there, I helped design our final concept specifically for that group, including its features and some of the actual screens myself. Thales reviewed our final pitch and told us they found the concept engaging and viable.
Student Design Consultant | Thales In-Flight Entertainment (Product Brief)
Full Stack Web Developer | USC Hikes (Website)
Took designers' concept for a site to help USC students find hikes nearby and built it out full stack, pulling real trail, map, and weather data together using AllTrails, world mapping, and local weather APIs.
Game Designer & Programmer | Debugger (PC Game)
Led a team through the GMTK Game Jam, a game development hackathon, to build Debugger in 72 hours. Programmed the movement, combat, and puzzle systems myself, and built the in-world dialogue that emulates Discord messages.
Game Designer & Programmer | Over Armor (PC Game)
Programmed a physics-based local co-op twin-stick combat sandbox with shooting, melee, bombs, dynamic level scripting, item spawning systems, and 4-player support. Created all UI, animation, VFX, and 3D assets.
Capabilities
Where I can be the most useful.
Across my work, these are the skills that I've been able to hone.
Product Strategy & Leadership
Owning a roadmap means making the hard calls and keeping the whole team moving on the same one. I've written PRDs, prioritized scope, and led teams from 4 people to 5 concurrent groups, translating between engineering, design, art, and marketing along the way.
User Research & Insights
I run structured user research, interviews and testing, and pair it with metrics and AI-assisted analysis to find out what's actually happening, not just what people say they want. That combination of qualitative and quantitative signal is how I get to decisions I can actually defend.
Interaction Design & Product Feel
Because of my background building and shipping games, I have an instinct for how something should feel to use, not just what it does. That means I care as much about the actual experience of a product as I do about the spec, and I build with that in mind from the start.
Technical Adaptability
Due to my technical fluency, I can adapt quickly to whatever tool or workflow a team actually uses, not just the ones I'm used to. I've used AI-assisted development to turn product decisions into working code myself, so I can prototype, test, and iterate without waiting on a handoff.
Human-Centered Design • AI Assisted Development • Wireframing • Rapid Prototyping • Interaction Design • User Flows • Journey Mapping • PRDs & Spec Writing • Feature Prioritization • User Interviews • Usability Testing • A/B Testing • Playtesting • Concept Testing • Unity • C# • SQL • HTML • CSS • Git • JavaScript • Python • API Integrations • Figma • Trello • Notion • Google Sheets
Connect
Feel free to reach out.
If this feels like a fit to you, drop me an email or connect on LinkedIn!
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