I've produced games for almost 20 years, at Netflix, Activision Blizzard, The Pokémon Company, Mythical Games and Marvel. Today I build AI operations systems that let creative teams ship faster without losing the human in the loop.
The interactive version. Every cartridge is a job; the terminal is the AI ops log.
About
Chuck, LA
I've always believed games are the most powerful community-building and storytelling medium of our time. My fondest childhood memories are four-way ladder matches in No Mercy that went on for hours, and GoldenEye in the library: rockets, no shields. There was always a story to tell on Monday at school.
I played college football, then started making video games of my own while I studied game art and design. That path led to my first industry job, in QA at Activision on the Guitar Hero franchise. I wasn't just playing games; I was studying how mechanics shape emotion, how systems reward behavior, and how worlds invite players to see themselves inside them.
Since then I've helped build, launch and sustain games at scale across PC, console, mobile, cloud and live service. I've led teams through the whole lifecycle, from concept and greenlight to launch, live operations and long-term engagement, on franchises worth billions.
Now I'm an Executive Producer and Program Leader at Softline Solutions, where I bring that same production discipline to AI: skills that run the team's day-to-day, apps that turn meetings into tickets, and review gates that keep people in charge of what goes out.
What defines my work is discernment: knowing which ideas to protect, which systems to simplify, and when to push a team creatively versus operationally. I care about mentorship and representation, and about teams where different perspectives actually shape the product.
Things I do
Executive game production & franchise leadership
Live service strategy & operations
AI operations: agents, skills, evals & review gates
Hands-on code: Python & JavaScript
Cross-functional & technical leadership
Player-centered, data-informed decisions
Mentorship & inclusive leadership
Based in
Los Angeles
Education
World 1-1 El Camino College
World 1-2 CSU Dominguez Hills
World 1-3 Westwood College–Los Angeles, B.S. Game & Interactive Media Design
I run the front door for a multi-brand in-house creative agency at a home-products company: intake, triage, prioritization and delivery reporting across six creative teams, plus the move from brand pods to shared output teams.
Alongside that I build its AI operations: Claude skills that handle intake, triage, status and sprint close; a command-center app for the President's office; and the guardrails, evals and runbooks that make it safe to rely on.
Live publishing producer on 40+ mobile and cloud games for the Netflix platform, from vetting and development through live ops. I heard and read hundreds of pitches and treatments for development and live ops, and worked with every department, internal and external, through launch and beyond.
Monument Valley 1–3 · Civilization VI · Exploding Kittens (and the animated series) · Twelve Minutes · Too Hot To Handle 1–3 · Narcos: Cartel Wars · Moonlighter · Cats & Soup · and many more
Lead producer on multiple projects with top-tier engagement and marketplace monetization, including the worldwide launch of NFL Rivals, the officially licensed NFL and NFLPA mobile game, where players don't just buy their digital items but trade and sell them too. I also represented the company at events, investor calls, industry shows and in a documentary.
Ran the full-stack operations of building a new internal studio. I led its directors and producers through the tools and deployment pipeline for two new games, Pokémon Trading Card Game Live and Pokémon TCG Pocket, and worked across departments and partner studios to set both up for success, including incident automation, blue-green deployments and 24/7 worldwide support for live games.
Brought the Call of Duty: Warzone economy to market by building data analytics into product development, and coordinated the move from the AAA standalone experience to free-to-play. I led a central team of analysts, data scientists, economists, designers, engineers, product and community.
Narrative production for the Star Citizen universe: managing character content, building pipelines across animation, tech art, marketing and product, and serving as editorial producer on a weekly live production.
Ran operations for Marvel Games in Los Angeles on Marvel's Spider-Man (2018), Marvel's Avengers and 30+ other titles, coordinating art, engineering and production, and training developers on Marvel's brand and legal processes.
Seven and a half years in Los Angeles, first as a development manager and then as a project manager, onboarding and training 2,000+ employees on Apple's culture and products from the first iPad through iPhone X. It's where I learned to run programs with real rigor: clear owners, honest status and no surprises at launch.
Short- and long-form shows on games and pop culture.
Pause menu 2024–2026
Player 2 joined. I stepped away during the industry's layoffs to be present for my daughter's first years, and kept advising game studio startups, mentoring kids who want to make games, and studying where the industry is going next.
My favorite title so far: Dad.
Side quests
Adviser to game studio startups
Mentoring and fundraising for kids who want to work in games and entertainment
GameStop store manager through college
AI Ops
$ cat ops.log
I ran live services for Netflix, Activision Blizzard and Pokémon. AI operations is the same job with a new engine: ship small, instrument everything, gate what goes out, and keep people in charge.
At Softline Solutions I build the systems that let a creative and marketing team work alongside Claude. Some of what's running today. The team's skills, data and content stay private; generic versions of the tools are on the way as downloads.
01 · lil-mac/
Lil' Mac, an always-on AI project manager
A dedicated Mac running S.C.U.L.L.Y., my always-on AI, as the creative team's project manager. It triages incoming requests, reports status and stuck work, tidies Jira, and answers "where is it, who owns it" in Slack. It runs under a written charter with dated decision records and a kill switch, and one hard rule: any project-management action waits for a person's approval. Its persona has a written spec and has to pass a 12-prompt test on every surface before it ships.
Designed and built by me. A generic version is on the way as a download.
Claude Code
Claude in Slack
Jira Automation
Zapier
GitHub PR review
02 · creative-ops-skills/
A skill library for creative operations
Claude skills that run the team's day-to-day: conversational intake straight into Jira, morning triage, status and work-commitment views, sprint close, meeting agendas into Confluence, hiring pages, the copy workflow, Figma ad reframes and team lookup. Every run writes a row to a trace log, and a change only ships after a before-and-after eval on held-out cases. That's how one release caught a regression the headline score had hidden.
Claude skills
Jira
Confluence
Figma
Tally
Granola
Google Drive
03 · command-center/
A command center for the President's office
One web app for an executive office. It holds meeting pages and pre-meeting updates, turns recordings into Claude-written minutes and then Jira tickets, and runs an approvals queue where Claude drafts replies that an admin reviews before anything is sent. A feedback button on every page feeds the next round of changes. I built the first version in a three-day session, 49 commits, with a changelog line for every ship.
A generic version is on the way as a download.
JavaScript
Netlify Functions
Postgres
Claude
Slack app
Jira
Tally
04 · studio-os-harness/
Studio OS Harness, a kit to rebuild it anywhere
A de-identified package for standing the whole system up at another organization: an operating contract, an authority contract that spells out what AI may do without asking, a trace store, a before-and-after eval protocol, eleven generic skills and a setup questionnaire. The company data stays home; the patterns travel. It's the backbone of my Harness practice.
Claude Code
Skills
Evals
Runbooks
05 · motion-scripts/
Claude-scripted motion graphics
After Effects builds written by Claude: a brand title card, a procedural rain overlay, and one master animation of sparkling water filling five kinds of glassware, picked from a dropdown. Zero expression errors at render.
After Effects
ExtendScript
Premiere
How I run AI ops
People approve what goes out. Claude drafts; a person sends.
Write the decision down. Dated decision records, a changelog line per ship, version notes in every skill.
Measure it. Run logs, held-out evals and persona tests before anything goes live.
Build it to be rebuilt. Runbooks with acceptance checks, a kill switch, rebuild docs.
Treat tool content as data. Service accounts, no secrets in chat, no instructions taken from tickets or web pages.
Use the cheapest model that does the job.
Write for people who don't use Claude.
Blog
Patch Notes
Notes on games, live ops and AI, from a producer's desk.