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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.

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.
Adaptive to Workflow
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 • 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 •
Selected Works
My Product Case Studies.
A sampling of case studies so you can get a sense for how I work.
SC Hikes | Focusing hike discovery for active trojans.
THALES | Creating child-proof inflight entertainment.
Some of my other projects.
Some of the early game development projects that helped inform my product sense.
Unity, solo project. 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.
Kojo | Game Design Lead
Unity platformer developed as game design lead and gameplay programmer/designer. Programmed movement, level transitions, dynamic obstacles, atmospheric effects, and gameplay UI. Scripted all levels and visual sequences to create seamless environmental interactions.
Unity narrative adventure game developed as gameplay programmer/designer. Programmed physics-based movement, grappling, combat, and interactive puzzle systems. Built an in-world dialogue/UI system styled after Discord for narrative delivery and progression.
Unity top-down exploration game developed as game director and gameplay programmer/designer. Programmed souls-like combat systems inspired by Tunic, including melee combos, lock-on mechanics, traversal abilities, and enemy AI.
Experience
The Places I've Been.
I come from a diverse set of experiences, across a game studio, a research lab, and a campus incubator.

Game Night Studios | Founder, Product Manager
May 2025 – Present

InnerSpace | Product, XR Developer
Oct 2023 – May 2024

OK USC | E-Board Project Management Lead
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
Connect
Feel free to reach out.
If this feels like a right fight to you, drop me an email or connect on LinkedIn!
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