I build software products and the teams that build them.

I’ve scaled products from prototype to millions of users. Built teams from scratch and inherited teams that needed rebuilding. Shipped games on console, mobile, and web. Built platforms that other developers build on. Led engineering orgs through hypergrowth and through careful pivots.

The constant: products that work, teams that ship, systems that scale.

What I’m Working On

I split my time between hands-on building, consulting, and advisory work.

DeadDrop lets cloud services deliver messages to local AI tools that aren’t always online. Messages wait until you’re ready. rcrsr is a collection of open source Claude Code productivity tools that make agentic coding more reliable for professional software engineers.

I write about patterns I’ve tested in production: agentic development workflows, system architecture, and the practical side of shipping software with AI.

Background

I started my career building games in Germany before moving to the US. At LucasArts, I led tools development for some of gaming’s most recognized franchises. At Electronic Arts, as Technical Director, I worked on the Battle for Middle-Earth, Command & Conquer, and Medal of Honor franchises on PC, Xbox, and PlayStation.

As Engineering Fellow and Division CTO at Zynga, I helped build the infrastructure that scaled social gaming to hundreds of millions of players, launching FrontierVille, Empires & Allies, and CastleVille. At Amazon, I led the development of GameSparks (an AWS service for connected games), scaled Prime Gaming, and built developer tools for Amazon Game Studios.

Between and around those companies, I’ve been CTO and co-founder of startups, VP Engineering at SaaS companies, and hands-on when the technical problem was worth solving directly.