Google Daydream
I led end-to-end product initiatives, combining strategic planning, cross-functional collaboration, and data-driven insights to deliver high-quality outcomes for global audiences, while streamlining localization workflows, enhancing program efficiency, and driving user engagement through impactful content and innovative solutions.
01
Daydream Hardware
Conducted game demos, gathered user feedback for developers and engineers, performed QA testing to identify and resolve bugs, and managed internal and external demo testing processes to enhance functionality and user experience.
02
App Icon Best Practices
I developed best practices for app icons on the Google VR Play Store, creating standardized thumbnails for Daydream to enhance discoverability, user engagement, and consistency across virtual reality content.
03
Associate Producer for
Apps/Experiences:
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Google Arts & Culture
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Guardian VR
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Invasion! (Baobab)
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IdeaSpace (Wayfaire)
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Fantastic Beasts (Warner Bros.)
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Jaunt
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NBA
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NextVR
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Netflix
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BBC
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Hello Mars (UCCVR)
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NYT VR
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Relax VR (Now Technologies Play Ltd)
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The Turning Forest (BBC )
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Underworld (The Guardian)
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Jaunt
04
Associate Producer for Games:
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Wonderglade (Resolution Games)
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Hunters Gate (Climax Studios)
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Mekorama (Martin Magni)
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Earthshape (Bithell)
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Danger Goat (nDreams)
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Claro (Superbright)
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VR Karts (Viewpoint Games)
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Keep Talking and Nobody Explodes (Steelcrate Games)
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Twilight Pioneers (Netease)
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Action Bowling (Tribal City)
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PolyRunner (LucidSight)
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Action Bowling (Tribal City)
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Archer E Bowman (VoidAlpha)
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Arcslinger (Big Red Button)
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Gunjack 2: End of Shift (CCP)
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Home Run Derby (MLB)
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Layers of Fear (Aspyr)
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Moatboat (Moatboat)
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Need for Speed: No Limits VR (EA)
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Sisters (Otherworld)
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Untethered (Numinous)
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Wands (Nux Studios)
05
Print Design
Oversaw print design for Google Conferences (GDC) and Google building installations, ensuring high-quality visuals aligned with brand standards and event objectives.