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UI/UX as the Translation Layer

UI/UX as the Translation Layer

18 Feb 2026 4 min read Pillar 1: Product Operating System
Series: Building Player Experience With Intention – Part 3 of 3 In the previous posts, I explored how product managers shape player experience through intentional player journeys and interacting systems over time. This final
Designing Cohesive Player Experience Across Systems

Designing Cohesive Player Experience Across Systems

04 Feb 2026 5 min read Pillar 1: Product Operating System
Series: Building Player Experience With Intention – Part 2 of 3 In the previous post, I focused on how product managers participate in game design by shaping individual player journeys with intent, and how
Building Player Experience With Intention

Building Player Experience With Intention

21 Jan 2026 5 min read Pillar 1: Product Operating System
Series: Building Player Experience With Intention – Part 1 of 3 Product management in games is often discussed in terms of execution. Roadmaps. Metrics. Delivery. Alignment. What gets talked about far less is how
2025 End of the Year Reflection: Six Months of Writing & Building Modes of Play

2025 End of the Year Reflection: Six Months of Writing & Building Modes of Play

07 Jan 2026 5 min read Pillar 4: Career Systems & Product Leadership
Six months ago I started writing publicly about game product management and PM leadership in free to play games because I felt a pull I had ignored for years. I kept wondering why
Roadmap Planning in Free to Play: How PMs Turn Data, Constraints, and Experiments Into Strategy

Roadmap Planning in Free to Play: How PMs Turn Data, Constraints, and Experiments Into Strategy

17 Dec 2025 6 min read Pillar 1: Product Operating System
As we approach the end of the year, every game team I know is deep in the same annual ritual: roadmap season. Leadership sets new financial targets. Finance tightens constraints. Teams scramble to
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