Breathwrk seeks to improve the health of the world through breathing. Using science-backed breathing exercises, Breathwrk lets you calm down, fall asleep easier, get energized, increase peformance, and address a variety of health conditions using sleek visuals, music, and haptics (vibrations) across a suite of consumer and Web apps. I launched the Android and Web apps (the iOS app existed in MVP form); the suite of B2B enablement tools; and shipped dozens of features positively effecting all metrics. I also introduced a modified Scrum process, and took the company from not shipping content or features in 8 months to shipping weekly across multiple platforms.
mPulse Mobile is a cross-channel platform for conversational AI healthcare engagement. At mPulse, I led the product org, helping build the platform to over one billion engagements per year. I oversaw a suite of over 30 products, ranging from infrastructural messaging gateways and APIs to conversational AI/ML products including an internal graphical dialogue builder (reducing setup time for new use cases from weeks to hours) to reporting dashboards. R&D initiatives included the first healthcare Rich Communication Services use case in the US (for Humana Pharmacy) and pioneering the use of fotonovelas delivered via SMS to engage low literacy and ESL populations.
At Airmedia/AIR.TV, I took a set of APIs and turned them into self-serve video publishing and syndication tools; a big data video analytics platform for emailed reports and dashboards; a widget for monetizing third-party YouTube embeds on publisher websites; a video recommendation engine and endcard platform; and a set of self-serve tools for purchasing video advertising throughout the AIR.TV publisher network.
For the Ancient Aliens mobile and Facebook game, I performed a full gameplay and monetization analysis pre-release; designed the monetization strategy and came up with pricing, and re-balanced the gameplay and currencies.
For the Porta-Pilots mobile games, I did a monetization and marketing analysis, recommending gameplay changes, a new pricing structure with additional price points, and abandoning one of the three launch platforms to focus on the two more profitable channels.
Couponhound was a lead-gen platform in the coupons and free samples vertical utilizing proprietary dynamic landing page technology and big data to convert search and social traffic to leads at scale.
Homefindify leveraged this technology to generate scored leads in the custom home vertical with a responsive cross-platform presentation.
I took an existing webapp for a local business recommendation and voting platform and created the user flows and user experience for the mobile version.
Lucky Bingo had over 8mm users. I did a complete app refresh, improving monetization, engagement, and retention.
Scantopia was an innovative rewards-based shopping app utilizing players scanning grocery items at home and at stores to trigger a slot machine mechanic and drawings to win cash while generating a large volume of consumer data.
Lucky Super Slots was a fun slot machine game with great art and engaging mini-games.
I co-founded Gamzee with Howard Marks (co-founder of Activision). We made cross-platform HTML5 games, including Skyscraper City, a launch title for Facebook's HTML5 effort that attracted over 500,000 users on a $0 user acquisition budget.
Kogamu was a real-time (synchronous multiplayer) arcade-style MMORPG for Facebook, quite innovative at the time.