
Smurfs: The Cooking Game
A time-management cooking game built on the official Smurfs licence.
My role: Head of Product. Set the scope and budget, and steered production.
Utrecht, NL · 18+ years in games
Senior Producer · Head of Product · Studio & Operations Management
I help game teams decide what's worth building, then I get it built. Over 18 years I've shipped games on web, mobile, PC and console, and handled roadmaps, live ops, studio operations, co-development and IP partnerships with Rovio, Hasbro, LINE, Bandai Namco, Zeptolab and more.
Available for freelance, fractional and permanent roles
Work
Games I produced at studios and publishers, projects I run as a freelancer, the web games company I co-founded, and games I build myself.
2008 – 2024 · Azerion, CoolGames, Playlogic
From big-brand IP on messaging platforms to original casual games with a live-ops engine behind them.

A time-management cooking game built on the official Smurfs licence.
My role: Head of Product. Set the scope and budget, and steered production.

Befriend the L.O.L. girls and collect every doll.
My role: Head of Product. Led the product side of the IP partnership with MGA.

A merge game with a hospital-management meta layer.
My role: Head of Product. Product and live-ops strategy, built with co-development partners.

A match-3 game launched on the app stores, web portals and Facebook.
My role: Head of Product. Launch and low-cost live-ops experiments on retention and monetisation.

Multiplayer Angry Birds, made as a launch title for Facebook Messenger games.
My role: Producer. Co-production with Rovio as a Messenger launch partner.

A highly successful HTML5 match-3 game on Facebook Messenger, EA Pogo and web portals.
My role: Product Owner & Producer. Ran the live-ops metrics analysis and oversaw gameplay improvements aimed at retention, ads per session and average play time.

Tetris with a goal for every level: 100 challenges across cities on a world map, in English and Japanese.
My role: Producer.

A multiplayer drawing-and-guessing game on LINE Messenger.
My role: Producer. Ran it from production through live ops.

Asynchronous multiplayer Battleship, based on the Hasbro classic.
My role: Producer. Launch title for Messenger games with Hasbro.
Also: Tetris and Monopoly Sudoku on Messenger and mobile web, LINE Draw & Guess, plus PC and console titles at Playlogic with Sony, Nintendo, Microsoft and 20th Century Fox.
2024 – now · Independent producer & consultant
I step in where a studio or IP owner needs production set up, a partner chosen, or a game brought to hand-over.

An exploration and crafting game for children, set in the world of the Mouse Mansion books.
My role: Producer & consultant. Set up production and the roadmap in six months, then chose and onboarded the development studio.

A digital trading card game with characters reimagined from myths, folklore and classic stories. Every competitive card is free; rare variants can be traded.
My role: Producer & consultant. Responsible for the Collector Club, the trading platform built by Koin Games' subsidiary Cre8Labs, and organised production from kickoff to hand-over to Koin's US studio.
View on Steam ↗Production, product and partnership work for Azerion, Xsolla, Xolbor, Pixplicity and TeDa Connect.
I mentor founders and studios in both programmes.
Nov 2024 – now · Co-founder & CEO
A web games publisher and development studio I co-founded. We sign partner studios, bring their games to every major web and platform channel, and run them live. Our plug-and-play HTML5 SDK lets one build go live on 10+ platforms.
Live on YouTube Playables, GameDistribution, Poki, CrazyGames and more.
Personal projects
I build and ship my own web games with Claude Code and a multi-agent development and QA setup. It keeps me close to how games are made today, so I know what's realistic and what isn't.
How we can work together
Some teams need a full-time lead. Others need two days a week, or someone to steer one launch. I work in all three ways.
A launch, a co-development deal or a stalled production. I come in, set up the plan and the team, and get it shipped or handed over cleanly.
Head of Product or Production for a few days a week. Good for studios that need roadmaps, KPIs and partner management before they need a full-time hire.
I'm open to permanent roles as Senior Producer, Head of Product or Studio Manager, remote or hybrid from Utrecht.
Experience
About
I've worked in games since 2005, first as editor-in-chief of a Dutch gaming community and then as a producer and product lead at publishers, studios and a data company. Along the way I've worked on everything from console games to Facebook Messenger launches with Rovio and Hasbro, and a 25-game casual portfolio at Azerion.
What I like best is the part where a team stops debating and starts shipping: a clear roadmap, the right partners, and KPIs everyone understands. I also mentor founders for the European Innovation Council and the Dutch Games Association.
Contact
Looking for a producer for a launch, a fractional Head of Product, or a permanent hire? Send me a short note about your team and what you're working on. I usually reply within a day.