Jake Davey

Product Owner & Games producer

Co-founded a studio and shipped a multiplayer game from 0→1 to 100K+ players, scaling the team from 5 to 30. Built internal tooling (CI benchmarking, localization automation, economy dashboards) to solve workflow gaps. Shipped 9 titles at Animoca Brands coordinating engineering across Unity and Unreal codebases. Owns roadmap, backlog, sprint cycles, and delivery across distributed teams.

Portfolio

Preview image for MACABRE project

MACABRE

A cooperative stealth extraction horror game where players traverse infinite timelines within an unstable time rift, confronting interdimensional terrors.

Preview for Ingogo

Ingogo

Creating the sound of an effortless, beautiful utility for Australian based ride-share company, Ingogo.

Preview image for PHANTOM GALAXIES project

PHANTOM GALAXIES

An epic sci-fi adventure featuring thrilling mecha combat. Players choose between distinct Starfighter classes to battle lawless pirate factions.

Preview image for SHADOWMAN: DARQUE LEGACY project

SHADOWMAN: DARQUE LEGACY

An action-adventure horror game expanding the Valiant Comics universe, challenging players to master the dark powers of the Deadside.

Preview image for ANICHESS project

ANICHESS

A spell-based chess strategy game that combines classic tactical gameplay with magical abilities and lore.

Preview image for MOTO GP IGNITION project

MOTO GP IGNITION

A management and racing experience delivering high-octane motorcycle racing with telemetry-driven mechanics.

Preview image for ARADENA project

ARADENA

A tactical TCG and strategy game featuring medieval fantasy combat where players build armies and battle for dominance.

Preview image for ARADENA WEB project

ARADENA WEB

The browser-based adaptation of Aradena Battlegrounds, optimized for accessible web gameplay without compromising audio fidelity.

Preview image for BIOSPHERES project

BIOSPHERES

A strategic simulation game challenging players to create and manage self-sustaining ecosystems within various biomes.

Preview image for THE RED VILLAGE project

THE RED VILLAGE

A dark fantasy gladiatorial combat game where champions fight for glory in high-stakes tournaments.

Preview for Audio Loudness standard tool - AudioForge

Audio Loudness standard tool - AudioForge

An automated audio normalization pipeline that scans game audio libraries, categorizes assets (VO/Music/SFX), and batch-processes loudness to target LUFS with true-peak safety.

Localisation Tool

Coming Soon

Automated localization pipeline for game projects, streamlining translation workflows and maintaining consistency across multiple languages.

Coming Soon

Automated Game Performance Benchmarking

Coming Soon

CI-integrated performance testing system that automatically benchmarks builds, tracks regressions, and provides actionable insights for optimization.

Coming Soon

Game Economy / Balancing

Coming Soon

Data-driven economy dashboard and balancing tools for game designers, providing real-time insights into player progression and monetization metrics.

Coming Soon

About

Product Owner & Games producer

Co-founded a studio and shipped a multiplayer game from 0→1 to 100K+ players, scaling the team from 5 to 30. Shipped 9 titles at Animoca Brands in the audio vertical, coordinating engineering across Unity and Unreal codebases. Built internal tooling (CI benchmarking, localization automation, economy dashboards) to solve workflow gaps. Owns roadmap, backlog, sprint cycles, and delivery across distributed teams.

Experience

W

Product Owner (Co-Founder)

Weforge Studio — Macabre

September 2020 – January 2026 · 5 yrs 4 mos

Sydney, New South Wales, Australia

  • Owned product vision and roadmap for a multiplayer horror game from 0→1; scaled team from 5 to 30 as hiring manager, and secured $500K+ USD funding (Kickstarter, Screen Australia, state grants)
  • Identified workflow gaps and built developer-facing tooling to solve them (CI benchmarking, localisation automation, economy dashboards), reducing manual work and catching issues early
  • Owned backlog and sprint execution in Jira; structured feedback loops from Discord (5K+), analytics, and playtesting into prioritised roadmap
  • Hands-on in codebase daily (Git, CI/CD, Unreal/C++), triaged builds, owned regression testing, and shipped features directly when needed, designed core gameplay loops, progression systems, and monetisation strategy
  • Ran growth experiments on Steam page conversion (A/B testing thumbnails, trailers, copy); tracked funnel from impression → wish list → purchase
  • Shipped to 250K+ Steam wishlists and 100K+ players; Top 1% most played at Steam Next Fest; featured at SXSW Sydney and PC Gaming Show
B

Product Manager (Audio)

Animoca Brands / Blowfish Studios

December 2021 – December 2024 · 3 yrs

Sydney, New South Wales, Australia

  • Built and owned the audio engineering vertical from scratch within a 200+ person studio, defining roadmaps, hiring the team, and managing programmers shipping production code in C#/C++
  • Embedded in engineering workflows, coordinating weekly deployments across Unity and Unreal codebases for 9 concurrent game titles
  • Owned budget and sprint planning; achieved 40% cost reduction through workflow optimisation, precise scoping, and vendor management
  • Managed cross-functional stakeholders across internal teams, global partners, and external vendors; joined weekly calls with BD partners in Hong Kong to align engineering priorities with commercial needs
  • Shipped: Phantom Galaxies, Anichess (Chess.com), MotoGP Ignition, The Red Village, Aradena, Biospheres
I

UX and Interaction Designer

Ingogo (Rideshare Startup) via Neoteny

2021 · 6 months

Sydney, New South Wales, Australia

  • Defined UX strategy for driver app interaction touchpoints — designing audio cues for time-critical decisions (ride acceptance, countdown timers, status changes)
  • Shipped weekly deliverables in an agile sprint environment, embedded directly with the dev team
  • Owned cross-platform QA across 12-15 devices, ensuring consistent UX performance across the Android device ecosystem
  • Developed sonic brand strategy aligned with product identity, applied across all user-facing interaction points
S

UX & Audio Consultant

Sonify · Self-employed

November 2015 – 2019 · 4 yrs

Greater Sydney Area

Founded an audio consultancy serving commercial clients including Hipages, Australian Government Department of Health, and Air New Zealand. Managed end-to-end delivery from scoping requirements through final assets. Identified a gap between audio production and product teams — UX designers and developers needed audio to support UI interactions but lacked the specialist knowledge or budget for custom work. Built a productised sound library to solve this:

  • Validated demand by directing overflow consulting clients to a self-serve alternative, testing willingness to pay before building further
  • Designed interaction sound packs as a lower-cost option for teams who didn't need bespoke branding, creating a recurring revenue stream independent of consulting
  • Owned go-to-market: direct sales through our own site, handling pricing, positioning, and customer acquisition

Education

University of Sydney

Master of Architectural Science (Audio & Acoustics)

2019 – 2021

JMC Academy

Bachelor of Creative Technology (Audio)

2015 – 2017