Case study.
ForestlyGames
78M+
Plays & video views across portfolio
6
Game projects delivered
30+
Creator collaborations
4,000
Community members
What this showsShows product ownership across engineering, launch strategy, marketing, team leadership, and live community operations.
Role
Founder
Timeline
Jul 2020 - present
Problem
Build repeatable entertainment products that could move from early Roblox concepts into launched games with players, creator coverage, community, and operational follow-through.
Outcome
Delivered 6 game projects, reached 78M+ combined plays and video views, collaborated with 30+ creators, grew a 4,000-member community, and had one project reach #1 trending on YouTube Gaming.
Skills demonstrated
Product direction · Lua game programming · Team leadership · Creator partnerships · Marketing strategy · Live operations

The studio

Across the ForestlyGames portfolio, the work was not one single game or one single job. I founded and operated a Roblox game studio that combined programming, product direction, hiring, creator partnerships, advertising, community events, and investor communication.

The important part is the repeatability: taking ideas from rough concepts into shipped games, then learning from players, creators, and the community to make the next release stronger.

Selected games

Escape Bruno Running Head

Escape Bruno Running Head was the breakout release. I programmed the game myself, and it became the project that pulled the widest creator coverage and the strongest public attention. It was not the most visually impressive ForestlyGames project, but it proved the studio could ship a simple, readable game loop that creators wanted to play on camera.

Boss Battles

Boss Battles shows the more systems-heavy side of the portfolio: combat pacing, encounter design, progression thinking, and the kind of moment-to-moment readability that keeps a multiplayer game understandable under pressure.

RoEmpires

RoEmpires is an alpha strategy project. It belongs in the portfolio as evidence of broader product ambition: economy loops, territory control, player motivation, and long-form systems design.

Encaved

Encaved represents the studio’s moodier adventure and survival direction, with more emphasis on environment, pacing, and atmosphere than the breakout horror-obby format.

Evil Pets

Evil Pets added another angle to the portfolio: character-driven, collectible-style product thinking with a clearer marketing hook.

Building and operating the studio

  • Delivered 6 game projects by coordinating programming, design, QA, launch, and iteration
  • Planned creator outreach and collaborations that helped projects reach millions of viewers
  • Grew a 4,000-member community through events, communication, and consistent updates
  • Built investor and developer relationships through contracts, reporting, and project planning
  • Ran promotional campaigns, giveaways, pricing experiments, and paid advertising

What it taught me

ForestlyGames is the clearest example of how my engineering and product sides connect. The games had to work, the teams had to move, the community had to care, and the public launch had to make sense. That combination is the actual story: not just one viral game, but a studio that repeatedly turned messy creative work into shipped products.