Patrick Moran

CEO

Richmond, Virginia, United States25 yrs 2 mos experience
Most Likely To Switch

Key Highlights

  • 20+ years in game industry leadership.
  • Proven track record of multimillion-dollar revenue growth.
  • Award-winning creative leader with multiple game credits.
Stackforce AI infers this person is a game industry executive with expertise in publishing and live operations.

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Skills

Other Skills

Game DesignGameplayLevel DesignConsoleCreative DirectionMonetizationTeam ManagementUnreal Engine 3PerforceAgile MethodologiesMobile PlatformsCinematic PresentationProductionComputer GamesMMO

About

Growth-focused game industry executive with 20+ years of experience spanning publishing, live operations, platform strategy, and studio leadership across AAA, mobile, web, and UGC. Proven ability to build organizations from zero, scale global teams, develop operational frameworks, launch high-performing products, and drive multimillion-dollar revenue growth. Award-winning creative and operational leader with credits including Mass Effect 2/3, Avengers Initiative, New World, and 40+ shipped titles. AWARDS 2025 - Bronze Stevie Award for Entertainment Technology 2025 - AdWeek Media Plan of the Year - Domino's Emergency Pizza (Fortnite UEFN) 2025 - Lightspeed / GamesBeat Game Changer Award 2011 - BAFTA Best Game (Mass Effect 2) 2010 - VGX Studio for the Year / Best RPG / Best Xbox Game, and Golden Joystick Game of the Year / RPG of the Year (Mass Effect 2)

Experience

Virginia commonwealth university school of the arts

Adjunct Professor

Jan 2026Present · 2 mos · Richmond, Virginia, United States · On-site

  • Created and taught "Game Dev Professional Pitch" to teach students how to concept, pitch, and receive funding for video games, so students are able to start and receive funding for video game studios in central Virginia.

Look north world

Chief Operating Officer, Co-Founder

Jun 2023Present · 2 yrs 9 mos · Remote · Remote

  • Building operations, and a publishing organization for UGC Gaming, including Overwolf, UEFN. and more?

International game developers association (igda®)

Board Member, Central Virginia Chapter

Aug 2022Feb 2026 · 3 yrs 6 mos · United States

  • Co-founded and chaired the local International Game Developer Association chapter. Stepped down to a non-chair board role in 2025.

Applause

Chief Executive Officer

Jun 2022Feb 2023 · 8 mos · United States

  • Assumed the role of CEO at Applause, a two-way performance streaming platform, with a heavy initial focus on music Artists, and Comedians.
  • In my first four months, I delivered the following:
  • Increased average attendance +41%.
  • Increased Artist top of funnel conversion +297%.
  • Increased Artist retention across the board with D30 up +68.4%, D60 up +15.4%, D180 up +271%.

Kongregate

3 roles

Chief Product Officer

Promoted

Apr 2022Jun 2022 · 2 mos

  • Led an organizational transformation to refine priorities and strategy towards the highest ROI strengths of the non-blockchain business.
  • Built a new generation of leaders.
  • Invested heavily in core operational support, R&D, UA and future titles, while maintaining profitability.
  • Reduced employee churn by about 50%.

Vice President of Games

Nov 2021Apr 2022 · 5 mos

General Manager

Sep 2019Nov 2021 · 2 yrs 2 mos

  • Created and grew a new legacy publishing and live ops program from $0 to a seven-figure run rate in my first 12 months, and the biggest profit margins within the company.
  • PROJECTS: surviv.io, Maleficent: Free Fall, Inside Out: Thought Bubbles, Where's My Water 2, Pine, Hell is Other Demons, various legacy catalog titles
  • Pitched and oversaw integration of Forte's blockchain technology into survivio, and development of an in-game NFT marketplace.
  • Acquired publishing rights to 3 Disney legacy titles for mobile, including Maleficent Free Fall, Inside Out Thought Bubbles, and Where's My Water 2.
  • Acquired survivio, a 2D Battle Royale title, on web, PC, mobile. Transitioned the title to a new overseas development team. Launched IAP. Significantly improved retention, engagement, and revenue.
  • Built and led a live ops organization with both internal and overseas lower cost work-for-hire teams.
  • Took on post-launch strategy for Kongregate's legacy catalog of 67+ titles.

Mobilityware

Lead Franchise Producer

Sep 2018Sep 2019 · 1 yr · Irvine, CA

  • Product Owner for a blockbuster mobile games suite, with significant measurable impact to engagement and revenue. Industry best user review scores and retention maintained throughout all releases.
  • PROJECTS: Solitaire Suite, Sudoku
  • Significant Releases
  • Daily Challenges with new UX flow feature in Crown (iOS / Android)
  • Goals feature in Pyramid (iOS / Android)
  • Levels and Titles feature in Spider (iOS / Android)
  • Subscriptions feature in Solitaire (Klondike) (iOS / Android)
  • Launched new title Spider Go to a 4.5 star reception (iOS / Android)
  • Launched new title Mahjong Solitaire from concept to launch, a Top 10 Card game on both platforms to a 4.7 reception. (iOS / Android)
  • Notable Other Accomplishments
  • Rewrote job descriptions and leveling guidelines for all Producer roles at the company, to provide better career growth clarity for all Producers.

Amazon

2 roles

Senior Product Manager, Alexa Skills Store

Jul 2017Aug 2018 · 1 yr 1 mo

  • Third-party Skills Store as one of two PMs overseeing discovery-based projects.
  • Led development of a fully browsable Skills Store for devices with screens.
  • Integrated Alexa devices with Bullseye, Amazon’s internal marketing segmentation tool.
  • Led a feature to allow direct “1-Tap” launching of voice commands and Skills from any GUI interface, so friction for customers is reduced.
  • Led a feature for cross-Alexa gamification and feature discovery.
  • Proposed a new way of allowing customer to search for games by game attributes, in addition to genre. This feature is live today.

Senior Producer, Live Ops

Apr 2014Jul 2017 · 3 yrs 3 mos

  • Built a live operations and product management organization within Double Helix Games (AGS OC) to reach and drive customer-obsessed service for PC gamers. Responsible for moving the studio business model from digital retail products for consoles to live service.
  • PROJECTS: New World, Breakaway
  • Amazon Tenure Highlights:
  • Career managed the full design team on New World.
  • Defined the customer experience for Breakaway’s first two internal test, removed barriers to execution, and drove alignment across AGS and Amazon to support.
  • Wrote and delivered the centralized services ask, which was used in the approval of our centralized tech team.
  • Introduced the need for Product Managers on each game team, leading up to the hiring of AGS’s first Product Manager.
  • Delivered AGS’s first requirements and recommendations for Accessibility around compliance to the 21st Century Communications and Video Accessibility Act (CVAA), and recommendations to deliver best in class experiences for our customer with disabilities.
  • Initiated and drove the first AGS P&Ls for our PC games, and deeper engagement with our Research team, leading to a data-informed decision to focus Breakaway on eSports.
  • Initiated engagement with, and actively work with our APAC business development team in order to build a path to Asia for AGS titles.
  • Worked on a secret project with Amazon Identity to solve key points of customer friction.
  • Built the Live Ops, Product Management, and Analysis teams on New World.

Disney interactive studios

2 roles

Manager, Game Design (Studio Creative Director)

Promoted

Dec 2012Apr 2014 · 1 yr 4 mos

  • Full accountability for improving and sustaining the final quality of all Wideload Games titles. Mentored and developed studio creative talent. Presented project concepts and vision to executive and production groups within Disney, including producers, VPs, and the CEO; and reported directly to the Studio Director of Wideload Games.
  • PROJECTS: Avengers Initiative, Unreleased Kingdom Hearts mobile game

Game Director

Jan 2011Dec 2012 · 1 yr 11 mos

  • Defined the core vision and set project deliverables/schedules for the team. Collaborated with external and IP stakeholders in defining the product backlog and vision, in addition to collaborating closely with the Director of Production, Art Director, Technical Director, and other leads; and reporting directly to the Studio Director of Wideload Games. Managed personnel and workflow issues throughout production.
  • Disney Interactive Highlights:
  • Produced highly rated (app stores) titles that garnered consistently outstanding reviews, including Avengers Initiative, which was released to 4.5 stars in the App Store with over 8 million downloads.
  • Transitioned the studio from console to mobile, and from a retail-based to service-based business model.
  • Directed the creative output of 36 professionals, across multiple teams, including design, engineering, art, animation, and contractor groups.

Bioware

2 roles

Senior Gameplay Designer

Dec 2010Dec 2011 · 1 yr · Montreal, Canada Area

  • Collaborated with the Mass Effect 3 multiplayer Project Director to develop and prototype a cooperative multiplayer for the Mass Effect franchise – Mass Effect Team Assault (META), and Mass Effect 3 release. Identified and documented requirements for the multiplayer mode within schedule and budget constraints. Created an integration plan to leverage cutting edge technology in the social game space into the Mass Effect 3 meta-game.
  • PROJECTS: Mass Effect 2, Mass Effect 3
  • BioWare Tenure Highlights:
  • Titles: Mass Effect 3 (PC / 360 / PS3), Mass Effect: Team Assault CANCELLED (PC / 360 / PS3), and Mass Effect 2 (PC / 360).
  • Created levels for 9 N7 missions in Mass Effect 2 and the DLC.
  • Co-developed a palette system for rapid level construction and prototyping.
  • Prototyped and planned pre-production for Mass Effect 3 multiplayer.

Senior Level Designer

Aug 2008Dec 2010 · 2 yrs 4 mos · Montreal, Canada Area

  • Responsible for the design, implementation, and iteration of N7 missions in Mass Effect 2. Provided broad leadership to a multi-disciplined team, and oversight to a team of three designers with shared art, animation, character, QA writing, SFX, and VFX support functions. Reviewed the work of the team, under the leadership of the project's Principal Lead Designer.

Foundation 9 entertainment

2 roles

Lead Designer

Feb 2007Aug 2008 · 1 yr 6 mos

  • Responsible for the design direction on two Nintendo DS titles, including the title that garnered the studio’s highest Metacritic score of all time. Maintained direct creation responsibility for a subset of level and gameplay systems.
  • PROJECTS: The Legend of Despereaux DS, Spyro: The Eternal Night DS, Over The Hedge: Hammy Goes Nuts DS
  • Managed the backlog prioritization and design team tasking, including three Designers. Reviewed the quality and task status of all 15 development team members.
  • Titles: The Tale of Despereaux (DS), and The Legend of Spyro: The Eternal Night (DS).

Level Designer

Sep 2005Feb 2007 · 1 yr 5 mos

  • Designed levels and core game systems on three Nintendo DS projects with timelines less than 6 months.
  • Titles: Over the Hedge: Hammy Goes Nuts (DS), The Legend of Spyro: A New Beginning (DS), and X-Men: The Official Game (DS)

Knockabout entertainment

Designer

Feb 2005Aug 2005 · 6 mos · Austin, Texas Area

  • Level and systems design for three titles, including: Dodgeball: The True Underdog Story, JamDat NBA 2006, JamDat NFL 2006 for BREW, and J2ME mobile phones.

Ion storm austin

Quality Assurance Tester

May 2003Aug 2003 · 3 mos · Austin, Texas Area

  • Identified, resolved, and regressed bugs as a member of the Deus Ex: Invisible War QA team.

Mc2 universal

Programmer

Feb 2000Oct 2004 · 4 yrs 8 mos · San Antonio, Texas Area

  • Developed web solutions for businesses, including start-ups and Fortune 500 companies, such as Time Warner Cable.

Education

The University of Texas at San Antonio

BA

Jan 2000Jan 2004

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