I get studios pitch-ready and publisher-ready. Six years on the publisher side of games, including NBA 2K on Apple Arcade, spent on the side doing the looking.








Waiting too long to get real market and platform feedback on the build.
Hiring more people to fix what is actually a broken pipeline.
The six-month game quietly becomes eighteen, and nobody calls it.
These are the failures I've watched kill funded, talented teams. All three are production problems. All three are fixable.




Your pitch, build, and roadmap seen through a publisher's eyes. You get a scored readiness assessment, a prioritized fix list, and a rebuilt pitch narrative. The fastest way to find out what's standing between you and the deal. The front door.
Stand up the machinery a publisher expects to see: roadmap, milestone plan, workflows, and team intake. You end with a system your team actually runs, not a slide about one.
An embedded producer without the full-time hire. Milestone tracking, publisher and platform communication, LiveOps cadence, and external-dev coordination — the discipline that keeps a funded build on track.
Terms scale to studio size. Most engagements start with a Review, and we size the rest from there.
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I spent six years on the publisher side of games: co-development, external partners, creative production, and platform releases including NBA 2K25 and 2K26 Arcade Edition on Apple Arcade, where I owned the platform relationship. I know what publishers and platforms look for because I was the one doing the looking.
Now I help studios, especially teams outside the Western hub who have the talent but not the publisher-side fluency, show up the way publishers need them to and build the production discipline to deliver on it.
If you're wondering where to start, or if you're stuck, let's talk!
The first call is on me!
Your brief is in. You'll hear from me within one business day at .
I publish how funded studios actually ship: the production discipline, the platform bar, and the failures that quietly kill good games.
Why founders wait too long to show the game.
A process problem wearing a people problem's clothes.
How a six-month game becomes an eighteen-month money pit.
One video per failure, taken apart with the milestone plans, review notes, and platform requirements that decide the outcome.
The occasional long-form breakdown on production and publishing. No spam.
This is the kind of thing I help studios fix.
See how I work