Fintech platforms, healthcare workflow products, marketing sites, desktop software, and mobile games. Across every category the job was the same: decide what to build, get it out the door, and make it good enough that people came back.

A rewards app that pays users real money for shopping and playing games, with debit and credit products attached. Head of product across seven pods.
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A trading analytics dashboard for options and equities: imported positions, P&L over time, strategy performance, and win rate, all on one screen.

A family debit and credit program delivered as Credit Card-as-a-Service: FNBO as issuer, Marqeta as processor, and Greenlight owning the app experience.

Merchant-facing payments, fraud, and order management: authorization rates, processor recovery, payouts, and API tooling on an $83M subscriptions platform.

Gets a physician’s order signed on any device in minutes instead of hours. Cut order turnaround from as much as eight hours to fifteen minutes.
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A modular app for nurses in the field: AI wound measurement, document capture, on-device signature, and HIPAA-compliant messaging with the back office.
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Craft ice for cocktails. A product story built around the ritual rather than the specification sheet.

Gym, classes, therapies, and cafe under one booking flow, with the timetable as the primary conversion path.

Child, adolescent, and family therapy. Practitioner profiles and appointment requests carry the site.

A two-sided placement platform: candidates upload a CV, employers post roles, search sits above the fold.

Panel templates, character and prop libraries, speech bubbles, and print output. Built so a ten-year-old could finish a page without a manual.

A categorized design library, layer palette, boolean and transform tools, and true-scale placement on a client photo before the needle touches skin.

A crossword-style word game with color tile scoring, private chat between opponents, real-time stats, and a social wall.

Head-to-head match battling with collectible monsters, a costume shop, powerups, and a live opponent queue.

An arcade descent with speed levels, freeze and shield powerups, and a coin economy tuned around near-miss retries.

Drag-and-drop table layouts, seating assignment against a live contact list, and an export the venue can actually use.

Attack-helicopter combat on a handheld, with mission structure tuned for short sessions.

The sequel, rebuilt for dual screens and touch control. A franchise is the clearest signal the first one worked.

The world’s smallest car championship. Racing at RC scale, which let the tracks live in ordinary places.

Arcade baseball built around the swing rather than the season. Pick up, hit, put down.

Hold ‘Em plus Blackjack, 5 Card Draw, and 7 Card Stud. One cartridge, a whole card table.
Gameplay, mechanics, and story set in-house, then through Nintendo certification and onto retail shelves. Cartridges do not ship patches either.