Developer Console
Launching a title meant months of waiting on platform engineers
I designed the Developer Platform as a single front door into every Platform service, replacing manual, engineer-dependent setup for over 20 titles across 3 studios.
Getting a studio and its first title onto the Platform needed to feel like minutes, not meetings
I designed a short onboarding flow that walks a new studio through naming their organization, replacing what used to be a manual provisioning request handled over email.
Once onboarded, every title a studio owned lived in one place
The organization overview brought every registered title, its ID, and its code into a single dashboard, so producers managing multiple titles no longer had to track configuration details across spreadsheets and email threads.
Adding a new title surfaced its live data immediately
Registering a title took a name, a code, and a description. Its console then populated instantly with daily active users, download trends, and session analytics, data producers used to wait on engineering to pull manually.
Tools that used to require a Slack thread became something producers could launch themselves
Multiplayer features, entitlements, and analytics were surfaced as a browsable tools repository, each with its own documentation and a one-click launch, backed by full platform docs covering every service from authentication to leaderboards.
Shop settings and system requirements moved out of engineering’s queue entirely
Producers could edit a title’s storefront details and localize system requirements per platform and region themselves, closing the loop on the last category of requests that still needed an engineer.
Closing
Self-service tooling didn’t just save engineering time, it collapsed the distance between a producer having an idea and seeing it live. Title launch time dropped from 9 months to 3, and producers across 20+ titles now manage their own analytics, tools, and storefront settings without waiting in an engineering queue.