Table of Contents

About Me

Hi, I’m David.  Here is my Resume and LinkedIn profile.

I focus mainly on using first principles of psychology and decision theory to determine the best designs for complex systems.  While this involves design, marketing, and development my primary focus is on product management.  I have released games on web, mobile, and computers, taking the products through every stage of development on each platform.  I have not yet released to console or VR, but am working towards that as a primary personal goal for 2017.

I thrive in an environment of people who are always striving to be better at what they do.  I am passionate about learning and attempt to apply my learnings to my work, my work environment, and my personal life.

Below you will find a list of many of the projects I’ve worked on over the course of my career, with links where possible.

Other interesting things about me:

I am an avid audiobook listener.  I have listened to and lead discussion groups on many books, mostly non-fiction business related.  I’ve managed three different book clubs, the longest and still running has been meeting monthly for over 2 years.  If you don’t already have a book club, I will start one.

I enjoy painting, but am not terribly good at it.  I’ve done a half dozen Paint Nite events around the bay, and enjoy the creation and social aspects of it.

I also love diving, especially in sunken ships and caves.

VR Side Projects

All VR side projects were made with Unity.

VCook on Rift and Vive (2017)

My role: Only person on project, personal side project, unreleased

This project is focused on creating a multiplayer cooking simulator/ time management game.  The current version uses Steamworks.net for multiplayer matchmaking and VOIP chat.  The state synchronization is customized for the way the objects are used.  A system of recipes and transformation allows for simple changes to how ingredients go together to form finished products.

The primary purpose of this app is to release on as many vr platforms as possible for free, and then to gain an understanding of the user splits and behaviors.  While the number of devices shipped in 2016 is readily available information on the activity on the platforms is not readily known.

VFarm on Gear (2016)

foxMy role: Only person on project, personal side project, not releasing

This project was the first experimentation I did in VR.  I was able to determine my set of best practices and interaction models.  What you see in the project is not the final decision but the final set of interactions I experimented with.  The picture shows a set of tests, including number of animating characters, culling items at a distance, and fog to determine their effects on draw calls and fps.

314 G (2016)

My role: Only person on project, personal side project, not releasing

This Gear VR project was made so I could do a furniture layout in a house I had made an offer on.  We knew what furniture we wanted to take, and the layout of the house, but we were unable to go inside until after closing.  Using this we were able to modify things and see how it would feel from a living perspective.  In the first person view you can see the debug fps counter I added to test performance.

My Time at Rocket Speed

All games I worked on at Rocket Speed were made with Unity.  I joined the company in early 2015, at which point they had released 10 apps.  The number of apps as of March 2017 was 56.  I have included only the ones in which I played a major role.  I at some point worked on all 46 apps that were released since joining, as well as working on updates to most of the 10 apps that were already released by Rocket when I joined the company.  Rocket Speed has been able to move so quickly by creating core technology that can be reused across multiple apps.

Rocket Speed was 17 people when I joined, and grew to 35 people when acquired by Penn National in 2016 for up to $170M.

Multi App Features

Tournaments (2016)

Screenshot_20170408-160911.pngMy Role: sole product manager, sole designer

The tournaments UI on the left of the machine displays limited information.  The original design had more information but was too distracting and confusing.

We designed a system that would allow for real player data to be stored in parse, and for a tournament player to use that stored player data for a simulated real time tournament.  This allowed for playing against real players without the overhead of having a synchronous server backend.  This increased engagement and the competitive component increased conversion in high spending players.  Results determined with A/B on/off experiment.

Out of Credits Payment Dialog (2015)

Screenshot_20170408-160925My Role: sole product manager

I designed a dialog to display when the player is out of credits, containing purchase packages immediately in the dialog.  This allowed for a much wider purchase funnel, increasing both first time and repeat conversion. Results determined with A/B on/off experiment.

Cross Promotion System (2015, 2016)

Screenshot_20170408-172306.pngMy Role: product manager, designer

The Tropicana machine on the left of the image leads to the app store on the Tropicana page.

The cross promotion system was designed as a way to connect our audience to all the apps we’ve created.  This was done through a JSON configuration that was downloaded by apps on start in order to access the information needed to transfer them to the new apps.  The system required no app update in order to function and was very flexible.  This system has allowed us to grow new apps very quickly and was a large part of my responsibilities when in the marketing role.

Sales (2015)

Screenshot_20170408-160852My Role: sole product manager, designer

I designed a sales system that used time of day and time of week for showing sales.  The variables experiment on were continuous, predictable, amount, and representation.  We ran multiple A/B experiments over many months to determine the final design of the system, greatly increasing revenue.

Big Hit Vegas (2017)

My role: sole product manager, designer

I was not involved with the original launch of this app.  After several months I decided to use this app as a test bed, as it was getting less than ten installs per day.  I changed it, promoted it, and ran a few more tests.  Within a month of changing it we brought it up to over 2,500 installs per day.

Vegas Roadtrip (2016)

My role: sole product manager, sole designer, app launch and promotion

This app started as a side project an artist and I were working on, but once the demo of it was seen by the CEO the project was fully funded with another 5 artists and a designer.  The app received the highest ratings at launch of any app Rocket made, as well as getting among the best retention.

Wizard of Oz Slots (2017)

My role: sole product manager, designer, app launch and promotion

This app was designed as a quick launch to use SEO/ASO to our advantage.  We were able to put it together and launch it within a week.  It has since made significant revenue.

Popeye Slots (2016)

My role: designer, app launch and promotion

I was not a part of the original launch of this app.  I instead took the Popeye IP that we acquired the rights to and rebranded an existing app that had good ratings, but was low on installs.  We were able to get it to a profitable marketing position, and it has since done well.

Slots Buffet (2017)

My role: sole product manager, designer, app launch and promotion

This was a relaunch of a formerly unsuccessful product.  I reworked the app from what was there before, and we have made a much more successful product than the original.

Slots. Slots? Slots! (2017)

My role: sole product manager, designer, app launch and promotion

This product was used as a testing bed for several theories we didn’t want to try in any existing apps as they were too disruptive to the player experience.  Most of those theories did not pan out, with a few being positive.

Fish for Gold (2017)

My role: sole product manager, designer, app launch and promotion

I drove this from first design to launch in a little over a week.  The design was to test SEO/ASO around the google play and iOS stores, as well as marketing experiments for optimizing organic installs from those platforms.  The results of the marketing experiments created a new best practice for all of our app launches.

Slots of War (2016)

My role: designer, app launch and promotion

This project was meant to take lots of RPG and progression elements from other genres and apply those to slots.  I worked on the questing system as well as skill based minigames.  The project did moderately well.

Gameshow Fortune (2015)

My role: sole product manager, sole designer, app launch and promotion

I led this app from first concepts to post launch promotion.  This app was made to test if players wanted more complex and interesting systems, with A/B experiments wrapping several different levels of complexity.  Players didn’t want complexity.

  • Google Play
  • Facebook Canvas no longer available
  • iOS no longer available

Cowgirl Slots (2015)

My role: sole product manager, sole designer, app launch and promotion

I led this app from first concepts to post launch promotion.  This app included machine progression mechanics to provide a more engaging long term experience.  It did moderately well.

Safari Slots (2015)

My role: sole product manager, sole designer, app launch and promotion

I led this app from first concepts to post launch promotion.  Safari slots was a follow up to other jungle themed apps we had produced.  It did not do as well as those other apps, but did moderately well.

Viva Slots Vegas, Downtown Deluxe, and Triple Double Slots (2015,2016)

My role: Marketer

For these apps I wasn’t directly involved with the development.  I instead was the sole full time marketer on them from their launch to about 4 months into their lifespans.  I grew them using both marketing and cross promotion from other apps.  I ran campaigns in Chartboost, Facebook, and Amazon.  These apps quickly became the cornerstone of the business under my marketing.

Marketing these apps included creating automated reports on LTV, payback periods, retention, monetization, and segmentation.  The data sources for these reports were pulled from mutliple sources in multiple formats and ingested into a Redshift database.  The reports were then run from that Redshift database.

Cat Duo

My role: Founder/CEO, sole developer, sole designer

Cat Duo took on the challenge of making a strong local multiplayer experience without needing extra devices.  We were able to build out a proof of concept with a team of four: myself as developer/designer, an artist, a community manager, and a business development person.  We were able to get to the user testing stage before being unable to continue.

Fish Cook (2015)

Originally released on iOS, Android, Amazon, MacOS, Linux, Windows.

My role: sole product manager, sole developer

Successfully delivered Kickstarter, Fish Cook used the licensed IP of a tabletop game of the same name.  It can be played with AI, or other players on the same device.  AI in this game is set to solve a modified backpack problem.  The goal of the game is to earn the most money by matching recipes.  This app was developed using Unity and NGUI.

Jovios System (2014, Unlaunched)

A console experience using currently owned devices to create a controller and console.  The system was built to send JSON and be device and platform agnostic.  The Controller and example apps were made using Unity.

In the images below the left image shows how a mobile device is used as a controller with instructions customized per game.  In the right image, multiple players can join through either a local network, or a routing server, to play on a larger device used as a console, such as the iPad shown.

Bot-a-Boom

Screen Shot 2017-04-08 at 1.34.04 PMThis is a multiplayer, mutli-device game using the Jovios system and Unity.  The objective is to knock other players off the platform.  Powerups spawn at specified locations (Black dots) and players can move over them to activate.  There are also bumpers that can knock players off.  Players respawn in the middle after being knocked off.  Whoever knocks the most others off wins.

Snakes

Screen Shot 2017-04-08 at 1.34.32 PMThis is a multiplayer, mutli-device game using the Jovios system.  Players move their snakes over food pellets and other players tails to make their own tail longer.  Whoever has eaten the most by the end of the round is the winner.

Cloud Burst (2013)

unnamedNo longer available.  Originally released on Android and iOS.

My role: product manager, developer, designer

The player is a forest spirit that grows the forest by popping clouds to produce rain.  The colored clouds produce ill effects on the forrest.  This app was developed with Unity.

Other

Time Flock (2013)

No longer available.  Originally released on Android.

My role: developer, designer

Time flock is a simple 2D infinite scroller with a twist.  Your past lives will protect you from whatever it was that killed them, and will play through the level with you.  This app was developed with Unity.

Nuke Em’ From Orbit (2013)

unnamed (3)No longer available.  Originally on stand alone webpage.

My role: designer, developer

Players randomly connect with another player or can choose an AI difficulty.  AI in this game is rudimentary, only upgrading and firing as quickly as possible.  The objective is to destroy the planet that is orbiting the sun exactly opposite you, using the gravity to slingshot projectiles.  The players can upgrade their weapons to deal more damage.  The player can build four possible weapons and one money generator building in four slots on the planet.  This game was developed with Unity.

Zynga

Frontierville (2012)

I worked as a product manager and pod lead on Frontierville.  There were four pods in the team, each releasing a feature every other week.  The overall team kept a steady pace of two major updates per week, alternating between the four pods.

Unreleased Ville Games (2013)

I worked as a product manager and designer on two unreleased ville titles.  My role was to develop core game systems and discuss with marketing teams how the launch of the product should be handled.