Producer at Digiplus Interactive Corp (2026-06 – Present)
DigiPlus Interactive Corp. is one of the fastest-growing digital entertainment groups in the Philippines, operating premier digital gaming platforms like BingoPlus, ArenaPlus, Gamezone and various localized Real Money Gaming (RMG) products licensed under PAGCOR.
- Product Strategy & Decision-Making: Defined core gameplay mechanics and monetization models to secure a distinct competitive advantage in game balance and user experience within the Easy Casino/RMG (Real Money Gaming) market.
- Workflow Optimization: Streamlined the production workflow in order for it to become more effective and agile driven.
- AI Tool Use Optimization: Leveraged AI-driven workflows (including AIGC and AI-based balancing/testing) to transform the development pipeline, enabling rapid iteration and high-efficiency delivery.
- Project Management: Oversaw project scheduling, strategic resource allocation, and rigorous budget control to guarantee high-quality releases aligned with MVP milestones.
- Team Empowerment: Promoted a flat organizational structure to unlock cross-functional team potential and significantly improve interdepartmental collaboration efficiency.
Vice President for Development at TOSE Philippines, Inc. (2013-06 – 2024-09)
TOSE Philippines, Inc. was a subsidiary of TOSE Japan – a game development company based in Kyoto that has done co-development projects with Square Enix, Bandai Namco, Nintendo, and more.
- Studio Founding: Founded and scaled the Philippine subsidiary.
- Studio Operations & Team Scaling: Led comprehensive studio operations, including general administration and recruitment. Managed and mentored cross-functional teams of producers, programmers, artists, and QA testers, driving professional growth through targeted training initiatives.
- Project Direction: Oversaw development workflows for high-profile internal and third-party projects, directing multidisciplinary teams across Production, Art, Programming, and QA.
- HQ Synchronization: Coordinated closely with TOSE Japan to ensure project alignment for world-class clients such as Bandai Namco, Square Enix, TV Tokyo, and more.
- Global Stakeholder Management: Served as the primary liaison between the PH studio and international partners, facilitating seamless communication with Japan HQ, coordinating with overseas-based clients for outsourced development, and securing strategic partnerships with regional telcos for successful game launches.
- Operational Strategy: Managed full project budgets, schedules, and milestone deliveries while negotiating client contracts.
General Manager / Head of Studio at Menue Philippines, Inc. (2011-05 – 2013-03)
Menue, Inc (later Beaglee) is a Tokyo based leading smartphone comic publisher. It is also one of the biggest developers of Android applications worldwide and has offices in Japan, China, and Taiwan. The Manila studio focused on creating games for the mobile platform.
- Studio Establishment: Built the Manila studio from the ground up, managing day-to-day operations and full company P&L.
- Regional Directorship: Served as a Director for Menue China, contributing to regional strategic decision-making and cross-functional alignment.
- Cross-Border Leadership: Collaborated with Tokyo and Shanghai offices to maintain international project alignment and meet tight deadlines.
Producer at Real U Games Pte Ltd (2008-03 – 2011-04)
RealU was a game development company wholly owned by German publisher dtp Entertainment. RealU was based in Singapore and worked on the next gen MMORPG called Otherland. The game is based on the four-part Otherland series by Tad Williams.
- MMO Production: Served as Worlds Producer for the next-gen MMORPG Otherland, managing project schedules and multidisciplinary synchronization.
- Stakeholder Management: Ensured Art, Programming, Game Design, Audio, and VFX departments remained synchronized with the global project vision.
- Quality & Vision: Acted as a gatekeeper for design quality and narrative consistency, ensuring technical execution remained faithful to the IP's expansive lore.
Producer at Matahari Studios (Kuju Manila) (2006-07 – 2008-03)
Matahari Studios was a developer of video games for the arcade market and Nintendo Wii. The game studio is part of the Australia based LAI Group of Companies. Matahari was later purchased by UK based Kuju Entertainment Ltd and renamed Kuju Manila.
- Multidisciplinary Leadership: Directed day-to-day activities for a full development unit of Programmers, Artists, and Designers for the arcade market.
- Process Improvement: Served as Scrum Master, introducing Agile methodologies to improve sprint velocity and risk mitigation.
- Operational Control: Owned the product roadmap, utilizing task prioritization, risk assessment, and problem-solving to meet delivery goals.
- Technical Oversight: Evaluated design and technical documentation to ensure products met stringent QA standards for the competitive arcade landscape.
Producer at BBMF Mobile Games (2004-05 – 2006-06)
BBMF (later Menue/Beaglee) was a leading developer of BREW and Java games for mobile phones. The company had more than 200 employees in its offices in Tokyo, China, and Hong Kong.
- High-Volume Leadership: Managed a large 34-member development team in China, including Designers, Programmers, and QA.
- Revenue Growth: Directly drove revenue increases through strategic sales and game roll-outs in the BREW and Java markets.
- Global Market Rollout: Supervised the development and successful launch of mobile games for international carriers in the USA, Europe, and South Korea.